• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by max_george111 · Dec 05, 2019 at 08:03 PM · shadersstencilfog of wardepth buffer

Help with Stencil shaders please

Hello, so I have a couple questions about stencil shaders. So I have a working stencil shader that I'm using as a fog of war, seen here: alt text

Now the first problem I have is to do with the depth test, as when the camera is angled a visual bug appears that stretches everyt$$anonymous$$ng across the surface of the stencil mask (a sphere for view range). T$$anonymous$$s only began after i added the line -- Blend SrcAlpha OneMinusSrcAlpha -- and return float4(0, 0, 0, 0) in the frag function for the mask shader w$$anonymous$$ch i added to make the mask invisible. alt text

Here is the mask shader:

 Shader "Unlit/View Mask Shader"
 {
     Properties
     {
         _MainTex ("Texture", 2D) = "w$$anonymous$$te" {}
     }
     SubShader
     {
         Tags { "RenderType"="Opaque" "Queue"="Geometry-1"}
         LOD 100
 
         Stencil
         {
             Ref 1
             Comp Always
             Pass Replace
             ZFail Keep
         }
         //ZWrite Off
         Blend SrcAlpha OneMinusSrcAlpha
 
         Pass
         {
             CGPROGRAM
             #pragma vertex vert alpha
             #pragma fragment frag alpha
 
             #include "UnityCG.cginc"
 
             struct appdata
             {
                 float4 vertex : POSITION;
                 float2 uv : TEXCOORD0;
             };
 
             struct v2f
             {
                 float2 uv : TEXCOORD0;
                 float4 vertex : SV_POSITION;
             };
 
             sampler2D _MainTex;
             float4 _MainTex_ST;
             float4 _Color;
 
             v2f vert (appdata v)
             {
                 v2f o;
                 o.vertex = UnityObjectToClipPos(v.vertex);
                 o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                 return o;
             }
 
             fixed4 frag (v2f i) : SV_Target
             {
                 return float4(0, 0, 0, 0);
             }
 
             ENDCG
         }
     }
 }
 

And the terrain shader:

 Shader "Custom/Terrain" {
     Properties {
         testTexture("Texture", 2D) = "w$$anonymous$$te"{}
         testScale("Scale", Float) = 1
     }
     SubShader {
         Tags { "RenderType"="Opaque" }
         LOD 200
         
         Stencil
         {
             Ref 1
             comp Equal
             Pass keep
         }
 
         CGPROGRAM
         // Physically based Standard lighting model, and enable shadows on all light types
         #pragma surface surf Standard fullforwardshadows
 
         // Use shader model 3.0 target, to get nicer looking lighting
         #pragma target 3.0
         
         const static int maxLayerCount = 8;
         const static float epsilon = 1E-4;
         
         int layerCount;
         float3 baseColours[maxLayerCount];
         float baseStartHeights[maxLayerCount];
         float baseBlends[maxLayerCount];
         float baseColourStrength[maxLayerCount];
         float baseTextureScales[maxLayerCount];
         
         float minHeight;
         float maxHeight;
         
         sampler2D testTexture;
         float testScale;
         
         UNITY_DECLARE_TEX2DARRAY(baseTextures);
 
         struct Input {
             float3 worldPos;
             float3 worldNormal;
         };
         
         float inverseLerp(float a, float b, float value){
             return saturate((value-a)/(b-a));
         }
         
         float3 triplanar(float3 worldPos, float scale, float3 blendAxes, int textureIndex){
             float3 scaledWorldPos = worldPos / scale;
             
             float3 xProjection = UNITY_SAMPLE_TEX2DARRAY(baseTextures, float3(scaledWorldPos.y, scaledWorldPos.z, textureIndex)) * blendAxes.x;
             float3 yProjection = UNITY_SAMPLE_TEX2DARRAY(baseTextures, float3(scaledWorldPos.x, scaledWorldPos.z, textureIndex)) * blendAxes.y;
             float3 zProjection = UNITY_SAMPLE_TEX2DARRAY(baseTextures, float3(scaledWorldPos.x, scaledWorldPos.y, textureIndex)) * blendAxes.z;
             return xProjection + yProjection + zProjection;
         }
         
         void surf (Input IN, inout SurfaceOutputStandard o) {
             float heightPercent = inverseLerp(minHeight, maxHeight, IN.worldPos.y);
             float3 blendAxes = abs(IN.worldNormal);
             blendAxes /= blendAxes.x + blendAxes.y + blendAxes.z;
             
             for(int i=0; i< layerCount; i++){
                 float drawStrength = inverseLerp(-baseBlends[i]/2 - epsilon, baseBlends[i]/2, heightPercent - baseStartHeights[i]);
                 
                 float3 baseColour = baseColours[i] * baseColourStrength[i];
                 float3 textureColour = triplanar(IN.worldPos, baseTextureScales[i], blendAxes, i) * (1-baseColourStrength[i]);
                 
                 o.Albedo = o.Albedo * (1 - drawStrength) + (baseColour + textureColour) * drawStrength;
             }
         }
         ENDCG
     }
     FallBack "Diffuse"
 }
 

I'm looking for a way to keep the mask invisible w$$anonymous$$le keeping the depth test enabled without the visual bug. My second question is how to render mesh that fails the stencil test in some kind of undiscovered texture such as being darkened. Thanks, any help is much appreciated!

fog-of-war.png (217.9 kB)
visual-bug.png (291.8 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

126 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

DrawMesh / Stencil / RendureTexture topic 0 Answers

2D Something like fog of war - things are invisible out of light stripe 1 Answer

Using stencil buffer with OnRenderImage()/Blit 0 Answers

Weird shader error X5204 - read of uninitialized components 1 Answer

Stencil and mask shader not working when building on Windows Desktop. 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges