UI Material / Shader doesn't have _Stencil property
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Hi, I have this shader:

Shader "Sprites-GrayScale"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _Color ("Tint", Color) = (1,1,1,1)
        [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
        _GrayscaleAmount ("Grayscale Amount", Range (0, 1)) = 1.0
        // _StencilComp ("Stencil Comparison", Float) = 8
        // _Stencil ("Stencil ID", Float) = 0
        // _StencilOp ("Stencil Operation", Float) = 0
        // _StencilWriteMask ("Stencil Write Mask", Float) = 255
        // _StencilReadMask ("Stencil Read Mask", Float) = 255
        // _ColorMask ("Color Mask", Float) = 15
    }
 
    SubShader
    {
        Tags
        {
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
        }
 
        Cull Off
        Lighting Off
        ZWrite Off
        Fog { Mode Off }
        Blend SrcAlpha OneMinusSrcAlpha

        // Stencil
        // {
        //     Ref[_Stencil]
        //     Comp[_StencilComp]
        //     Pass[_StencilOp]
        //     ReadMask[_StencilReadMask]
        //     WriteMask[_StencilWriteMask]
        // }
        // ColorMask[_ColorMask]

        Pass
        {
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile DUMMY PIXELSNAP_ON
            #include "UnityCG.cginc"
           
            struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };
 
            struct v2f
            {
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                half2 texcoord  : TEXCOORD0;
            };
           
            fixed4 _Color;
 
            v2f vert(appdata_t IN)
            {
                v2f OUT;
                OUT.vertex = UnityObjectToClipPos(IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color * _Color;
                #ifdef PIXELSNAP_ON
                OUT.vertex = UnityPixelSnap (OUT.vertex);
                #endif
 
                return OUT;
            }
 
            sampler2D _MainTex;
            uniform float _GrayscaleAmount;
 
            fixed4 frag(v2f IN) : COLOR
            {
                half4 texcol = tex2D (_MainTex, IN.texcoord);              
                texcol.rgb = lerp(texcol.rgb, dot(texcol.rgb, float3(0.3, 0.59, 0.11)), _GrayscaleAmount);
                texcol = texcol * IN.color;
                return texcol;
            }
        ENDCG
        }
    }
    Fallback "Sprites/Default"
}

When I’m using it in a material, it works fine, but an error “Material doesn’t have a Stencil property” appears. I know that you need to use this Stencil property when you are using the shader in UI, but I tried everything I found and when I added some Stencil lines that are commented, the error disappeared, but the greyscale didn’t work. How do I fix this to both get rid of the error and make the greyscale work?

Titanesque answered 26/2 at 14:35 Comment(1)

For some reason, everything related to stencil masking is commented out in your shader.

Mucoprotein
S
0

image
For anyone have this issue
Uncheck the Maskable box in UIParticle

Sosthina answered 26/2 at 11:4 Comment(0)

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