Hi, I am using sprite shapes to create platforms in my level and would like to use them as masks to show blood splatters on them from dead enemies.
The Sprite Mask
component ask for a sprite to use as mask. Is there a way to plug in the sprite generated by the sprite shape in there?
To be clear I made this work previously on a tile based solution where each tile has a Sprite Mask
component with same image plugged into the mask sprite:
I have now switched to sprite shape tech and would like to have the same effect but on sprite shapes. Thanks.
I have basically the same question, and posted about it here:
[5423748--551745--2D Sprite Shape.png]
From 2019.3 onwards the 2D Sprite Shape package is out of preview and verified. This means that the 2D Sprite Shape package is stable and will receive regular bug fixes. We will continue to add new functionality and this will be clearly marked as experimental to distinguish it from the more stable features.
Overview
Sprite Shape is a layout and world-building tool that provides the ability to tile sprites along the path of a shape based on given angle r…
Hoping to get a response from Unity, but I did post a basic solution, which is to make a copy of the Sprite-Lit-Default
shader and customizing it (and applying it to the material that the SpriteShape
uses) by adding this stencil setting:
Stencil {
Ref 1
Comp always
Pass replace
}
krasner
February 24, 2025, 4:56pm
4
Thanks for posting this! I used this thread and the other thread you linked to put this together:
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader"Custom/SpriteCustomMask"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)
[HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1)
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Geometry-100"
"IgnoreProjector"="True"
"RenderType"="Opaque"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Stencil
{
Ref 1
Comp always
Pass replace
}
ColorMask 0
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#include "UnityCG.cginc"
sampler2D _MainTex;
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR; //this is from the spriterenderer, it turns out
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = fixed4(1, 1, 1, 0);//tex2D(_MainTex, IN.texcoord);
return c;
}
ENDCG
}
}
}
create a material using the sprites>mask shader, and make that material the fill material of your sprite shape renderer component.