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Question by UpheavalEntertainment · Jan 08, 2019 at 09:37 AM · scripting problemshadermaskrangemasking

Have a shader with have a limited effectiveness

Hi, That green-blue material needs to be masked, as shown in the first photo, but if i position it further away and angle the camera so the green-blue material is in front, the masking still occurs, this is normal but i am wondering how to limit the range of this masking, so the shader will mask everything in for example a "1 metre" area, and stop masking out of that. Disabling the Shader will not help as then you can see the material. Thanks~

THIS SHADER IS ON THE MASK Shader "Custom/Stencil/Mask OneZLess" { SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry-1" } ColorMask 0 ZWrite off

         Stencil
         {
             Ref 1
             Comp always
             Pass replace
         }
         
         Pass
         {
             Cull Back
             ZTest Less
         
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             
             struct appdata
             {
                 float4 vertex : POSITION;
             };
             struct v2f
             {
                 float4 pos : SV_POSITION;
             };
             v2f vert(appdata v)
             {
                 v2f o;
                 o.pos = UnityObjectToClipPos(v.vertex);
                 return o;
             }
             half4 frag(v2f i) : COLOR
             {
                 return half4(1,1,0,1);
             }
             
             ENDCG
         }`enter code here`
     } 
 }

THIS SHADER IS ON THE GREEN-BLUE IMAGE Shader "Custom/GraffitiShader" { Properties { _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} }

SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 100

  ZWrite Off
  Blend SrcAlpha OneMinusSrcAlpha 
  
      Stencil
 {
     Ref 1
     Comp notequal
     Pass keep
 }


  Pass {  
      CGPROGRAM
          #pragma vertex vert
          #pragma fragment frag
          #pragma multi_compile_fog
          
          #include "UnityCG.cginc"
 
          struct appdata_t {
              float4 vertex : POSITION;
              float2 texcoord : TEXCOORD0;
          };
 
          struct v2f {
              float4 vertex : SV_POSITION;
              half2 texcoord : TEXCOORD0;
              UNITY_FOG_COORDS(1)
          };
 
          sampler2D _MainTex;
          float4 _MainTex_ST;
          
          v2f vert (appdata_t v)
          {
              v2f o;
              o.vertex = UnityObjectToClipPos(v.vertex);
              o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
              UNITY_TRANSFER_FOG(o,o.vertex);
              return o;
          }
          
          fixed4 frag (v2f i) : SV_Target
          {
              fixed4 col = tex2D(_MainTex, i.texcoord);
              UNITY_APPLY_FOG(i.fogCoord, col);
              return col;
          }
      ENDCG
  }

}

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