
+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) 10 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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