A way to set the stencil buffer through shader graph?

Well the question is as the title says :smile:
Is there a way i dont know to set the stencil buffer via the shader graph?

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Not yet

What about now ? :slight_smile:

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How about now?

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Are there new News or solution for this?

I would also like to know when this feature is coming

How about now? It’s 2021,still can’t use stencil buffer?

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want

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Generally you can set stencil overrides using RenderObjects in urp.
Unfortunately there is no use of that for me. If I were using just Pass or Comp that would work. But I need PassFront, PassBack, CompFront, CompBack and RenderObjects have no these face selection options.

2022 … is this possible yet?

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And a few months later… ??

still want

Maybe I’m stupid, but is this really that hard for Unity to implement? like making a new … node that generates a … block of code? please correct me if I’m wrong…

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I could probably use this as well. Trying to use the stencil buffer to do some masking. Trying to use the base mesh to mask a submesh and this came up as a possible solution.

Could this be done with a custom function in Shader Graph?

This is just unbelievable that something trivial like that is not implemented yet. That’s the only reason why I keep using Amplify Shader Editor.

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Bump, what about now?
After 4 years has it been implemented yet?

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yes it can be done since 2 years ago.

How?

implement native plug-in. lol

I have not idea what are you talking about