A simple surface shader for Unity which honours a specific stencil buffer value
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Shader "Custom/Stencilled" { | |
Properties { | |
_StencilMask("Stencil mask", Int) = 0 | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Metallic ("Metallic", Range(0,1)) = 0.0 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
Stencil { | |
Ref[_StencilMask] | |
Comp equal | |
Pass keep | |
Fail keep | |
} | |
CGPROGRAM | |
#pragma surface surf Standard fullforwardshadows | |
#pragma target 3.0 | |
sampler2D _MainTex; | |
struct Input { | |
float2 uv_MainTex; | |
}; | |
half _Glossiness; | |
half _Metallic; | |
fixed4 _Color; | |
void surf (Input IN, inout SurfaceOutputStandard o) { | |
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; | |
o.Albedo = c.rgb; | |
o.Metallic = _Metallic; | |
o.Smoothness = _Glossiness; | |
o.Alpha = c.a; | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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