I have tried the “solution” in this thread, UI mask with shader - Questions & Answers - Unity Discussions
But that doesn’t do it, it breaks the cutout shader and I’m not able to tweak the _Cutoff property anymore. The Image which has the new material doesn’t react on PointerClick events anymore, as if the raycast has been turned off, though it has not.
Shader "Effects/Cutout"
{
Properties
{
[PerRendererData] _MainTex ("Texture", 2D) = "white" {}
_Cutoff ("Cutoff", Range(0,1)) = 0.5
_EdgeRadius ("Edge Radius", Float) = 0.2
// required for UI.Mask
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
}
SubShader
{
// No culling or depth// inside SubShader
Tags { "Queue"="Transparent" "IgnoreProjector"="True" }
// required for UI.Mask
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
ColorMask [_ColorMask]
Pass
{
Cull Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float _Cutoff;
float _EdgeRadius;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
if (col.a < _Cutoff - _EdgeRadius)
col.a = 0;
else if ( col.a < _Cutoff + _EdgeRadius)
col.a = (col.a - (_Cutoff - _EdgeRadius)) / (_EdgeRadius*2);
else
col.a = 1;
return col;
}
ENDCG
}
}
}
thankyou,I try
– wmh49877thank you very much ,It solved my problem
– wmh49877