Hi,
I’ve noticed a shader problem in my game with some macOS builds. One person in particular has a Macbook with a AMD Radeon Pro 5300M. Unfortunately I don’t have a Mac to test this on, and I was never able to figure out how to run it through a VM.
Basically, I use a shader with a Stencil pass that acts as a mask. Wherever a sprite is drawn with this shader, it should “cut” a hole into the Masked sprites below it. In Mac builds, at least some of the time, the masking doesn’t seem to work — the lower sprite is fully visible.
Here’s the shader:
Shader "Custom/UI/Stencil (Unlit)"
{
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
[MaterialToggle] _HideTexture ("Hide Texture", Float) = 0
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
_AlphaClip("Alpha Clip", Range(0, 1)) = 0.01
[IntRange] _StencilRef ("Stencil Ref", Range(0,10)) = 1
[IntRange] _StencilComp ("Stencil Comparison", Range(0,8)) = 3
[IntRange] _StencilPass ("Stencil action to perform on succeed", Range(0,7)) = 2
[IntRange] _StencilFail ("Stencil action to perform on fail", Range(0,7)) = 0
[IntRange] _StencilZFail ("Stencil action to perform on zfail", Range(0,7)) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Lighting Off
Stencil
{
Ref [_StencilRef]
Comp [_StencilComp]
Pass [_StencilPass]
Fail [_StencilFail]
ZFail [_StencilZFail]
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct VertInput
{
float4 vertex : POSITION;
float4 tangent : TANGENT;
float3 normal : NORMAL;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
fixed4 color : COLOR;
};
struct FragInput
{
float4 pos : SV_POSITION;
float4 color : COLOR0;
float2 texcoord0 : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
float _HideTexture;
float _AlphaClip;
FragInput vert(VertInput input)
{
FragInput output;
UNITY_INITIALIZE_OUTPUT(FragInput, output);
output.pos = UnityObjectToClipPos(input.vertex);
output.texcoord0 = TRANSFORM_TEX(input.texcoord0, _MainTex);
output.color = input.color * _Color;
return output;
}
fixed4 frag (FragInput input) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, input.texcoord0) * input.color;
col.rgb *= col.a;
clip(col.a < 0.01f ? -1 : 1);
//alpha clip
#ifdef UNITY_UI_ALPHACLIP
clip (col.a - _AlphaClip);
#endif
if (_HideTexture == 1)
return fixed4(0,0,0,0);
else
return col;
}
ENDCG
}
}
Fallback "Transparent/VertexLit"
}
I really don’t know much about graphics programming, so I’m hoping that there’s just some hardware-specific line that I need to add.
Alternatively, if this shader relies on some hardware feature that’s missing from the above mentioned GPU, I can try to research a workaround. But right now, I don’t know what problem I’m trying to work around, and it’s hard to troubleshoot without being able to dive in there with the frame debugger.