Way to not have water inside of boat

I’ve been doing some research of how to not have water inside my ship. I saw a tutorial on using a depth mask shader but it didn’t quite work.

Can anybody recommend a URP compatible way to do it?

Stencil buffers are often used for this. You would add renderobjects renderer features with stencils set.

depth mask is useful.Creata a shell from your ship,then ZWrite On and ColorMask 0 in shell shader,set shell render queue in front of your water(water 3002 and shell 3001 in my case).

Properties
    {
       
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        ZWrite On
        ColorMask 0
        Pass
        {
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };
            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };
            sampler2D _MainTex;
            float4 _MainTex_ST;
            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = TransformObjectToHClip(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }
            float4 frag (v2f i) : SV_Target
            {
                // sample the texture
                float4 col = tex2D(_MainTex, i.uv);
                return col;
            }
            ENDHLSL
        }
    }

Good luck.

1 Like

Thanks Dujiangyue. I’m not a coder and I got some compile errors when pasting your code into a new shader:

Shader "Custom/NewSurfaceShader 1"
{
    Properties
    {
      
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        ZWrite On
        ColorMask 0
        Pass
        {
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };
            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };
            sampler2D _MainTex;
            float4 _MainTex_ST;
            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = TransformObjectToHClip(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }
            float4 frag (v2f i) : SV_Target
            {
                // sample the texture
                float4 col = tex2D(_MainTex, i.uv);
                return col;
            }
            ENDHLSL
        }
}

complete code here:

Shader "Unlit/WaterMaskForCofferdam"
{
    Properties
    {
        _MainTex("Main Tex",2D)="black"{}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        ZWrite On
        ColorMask 0
        Pass
        {
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            TEXTURE2D(_MainTex);
            SAMPLER(sampler_MainTex);
            float4 _MainTex_ST;
            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 = TransformObjectToHClip(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }

            float4 frag (v2f i) : SV_Target
            {
                // sample the texture
                float4 col = SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, i.uv);
                return col;
            }
            ENDHLSL
        }
    }
}

Thanks I will take a look.

https://web.archive.org/web/20210831213650/http://wiki.unity3d.com:80/index.php/DepthMask

Add the following shader on a plane over your water :slight_smile: It will only cut through transparent and Cutout materials

Shader "Masked/Mask" {

    SubShader {
        // Render the mask after regular geometry, but before masked geometry and
        // transparent things.

        Tags {"Queue" = "Geometry+10" }

        // Don't draw in the RGBA channels; just the depth buffer

        ColorMask 0
        ZWrite On

        // Do nothing specific in the pass:

        Pass {}
    }
}