Movable mask over image?

Is there a way for a image to stay in the sample place and instead the mask is moveable, so it would create a reveal of the image using the mask?

As in having an image one side of the screen (that isnt visble) and the mask on the other side. So once the mask is moved to the other side of the screen you can then see the image, once the mask has gone over it.

Any Help would be appreciated!

As far as I know, a mask graphic has to be the child of the mask itself… so the best way to do this would be to apply the inverse of the parent transform onto the child in realtime, essentially making it permanently fixed, regardless of where the parent object moves. It’s a bit unintuitive, but it ought to get the job done.

http://forum.unity3d.com/threads/using-mask-to-cut-a-hole-in-an-image.286489/

Mask.shader

Shader "Custom/Mask"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _Color ("Tint", Color) = (1,1,1,1)
        [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
    }

    SubShader
    {
        Tags
        {
            "Queue"="Transparent-1"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
        }

        Cull Off
        Lighting Off
        ColorMask 0
        ZWrite Off
        Blend One OneMinusSrcAlpha

        Stencil
        {
            Ref 1
            Comp always
            Pass replace
        }

        Pass
        {
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile _ PIXELSNAP_ON
            #include "UnityCG.cginc"

            struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                half2 texcoord  : TEXCOORD0;
            };

            fixed4 _Color;

            v2f vert(appdata_t IN)
            {
                v2f OUT;
                OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color * _Color;
                #ifdef PIXELSNAP_ON
                OUT.vertex = UnityPixelSnap (OUT.vertex);
                #endif

                return OUT;
            }

            sampler2D _MainTex;

            fixed4 frag(v2f IN) : SV_Target
            {
                fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
                if (c.a < 0.1) discard;
                c.rgb *= c.a;
                return c;
            }
        ENDCG
        }
    }
}

Masked.shader

Shader "Custom/Masked"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _Color ("Tint", Color) = (1,1,1,1)
        [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
    }

    SubShader
    {
        Tags
        {
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
        }

        Cull Off
        Lighting Off
        ZWrite Off
        Blend One OneMinusSrcAlpha

        Stencil
        {
            Ref 1
            Comp notequal
            Pass keep
        }

        Pass
        {
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile _ PIXELSNAP_ON
            #include "UnityCG.cginc"

            struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                half2 texcoord  : TEXCOORD0;
            };

            fixed4 _Color;

            v2f vert(appdata_t IN)
            {
                v2f OUT;
                OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color * _Color;
                #ifdef PIXELSNAP_ON
                OUT.vertex = UnityPixelSnap (OUT.vertex);
                #endif

                return OUT;
            }

            sampler2D _MainTex;

            fixed4 frag(v2f IN) : SV_Target
            {
                fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
                c.rgb *= c.a;
                return c;
            }
        ENDCG
        }
    }
}