+8
Completed
Stencil Operations from within Shader Forge
It would be great to perform Stencil Buffer operations from within the Shader Forge Editor for creating object masks so that a shader can be affected only by certain objects with a specif stencil buffer index. At the moment, we are using 0.16 Beta but will be purchasing very soon!
Answer
+1
Answer
Completed
Freya Holmér (Developer) 9 years ago
This has now been implemented in 1.18
Would be useful yeah! Not sure if it will make it into SF during the beta, but afterwards possibly :)
-1
I think this is a good idea, since the new UI of Unity uses stencil shaders.
I don't want to create a new topic for not mess, but it will be cool if this tag is added to the Shader Forge menu :
Tags
{
"PreviewType"="Plane"
}
This allows the shader window to be a plane everytime.
I don't want to create a new topic for not mess, but it will be cool if this tag is added to the Shader Forge menu :
Tags
{
"PreviewType"="Plane"
}
This allows the shader window to be a plane everytime.
I'm currently looking into reducing overdraw in my project and was wondering if I could use a reverse-order rendering technique so that my background meshes get rendered last and only pixels that were not filled by my foreground geometry would get processed when rendering my background. I was hoping this would greatly help with my fill rate related challenges.
It appears to me that I'd need to maintain / test against a stencil buffer in my background/foreground shaders (both created by SF).
Therefore I'm hoping this feature gets implemented very soon.
Thank you.
It appears to me that I'd need to maintain / test against a stencil buffer in my background/foreground shaders (both created by SF).
Therefore I'm hoping this feature gets implemented very soon.
Thank you.
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