Sprite Shape used as Sprite Mask

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:

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
}

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.