11/11/2022 0 Comments Stencyl shaders![]() ![]() The stencil buffer is a great feature that allows for all kinds of interesting effects, and makes it easy to draw simple paint and blood splatter using the approach above. Splatter will be shot from the center of the screen towards your mouse cursor when the mouse is clicked, and explode on the first surface that is hit. Demo2 contains many surfaces and the ability to shoot splatters as shown near the top of this post. Move the splatter sprite around to give you an idea of how this effect works. Demo1 contains a surface and a splatter sprite. #Stencyl shaders download#Please download the demo project and play around with it to get a better idea of how this looks. If you move the splatter back and forth over the surface, it should only be drawn on the pixels of the surface and masked everywhere else. Now, add the corresponding materials that were created earlier to each sprite renderer. Assign whatever sprites you want to them, and make sure Splatter is drawn above Surface by increasing its Order in Layer or adding it to a different Sorting Layer. One named Surface, and the other named Splatter. Now we need to make two materials, Surface and Splatter, and assign the new shaders to them using their shader dropdowns.įinally, add two objects with sprite renderers to the scene. OUT.vertex = UnityPixelSnap (OUT.vertex) įixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex) _MainTex ("Sprite Texture", 2D) = "white" ![]() We also added an _AlphaCutoff property, which allows the splatter to draw properly on non-rectangular sprites like spikes. #Stencyl shaders full#The full shaders will be added further below. Below is the Stencil block that we will be adding to the shader in its Pass block. For the Surface shader, we want to add a Stencil block that sets the buffer value to 5 for any drawn surface pixel. Start by creating two new shaders in your project called Surface and Splatter. These will be used as a base for these tutorials, so the rendering will be very close to standard Unity sprites. Luckily you can download all of the built-in shaders here so we don’t have to write everything from scratch. Our shaders will be slight modifications on Unity’s standard sprite shader to add the stencil operations. This post will be about achieving a specific effect using the stencil buffer, not a run-down of everything it has to offer. For more information on the stencil shader and various stencil operations, check out the Unity documentation. In your shader to can change the stencil buffer value, or optionally draw based on the stencil value. It is simply a buffer where an integer is stored for each pixel. The stencil buffer is a pixel mask that can be used in shaders to save or discard pixels. This is the kind of effect that’s possible using only the stencil buffer and a few sprites. Based on some previous reading I’ve done regarding the stencil buffer, using it along with some custom shaders seemed like the simplest approach. As an experiment I decided to try to find an easy way to pull off something similar in Unity. While reading Zack Bell’s excellent game development blog I was intrigued by the splatter effects used in his game called INK or in other games like Super Meet Boy. ![]()
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