Shader "Custom/ImageMask" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Mask ("Base (RGB)", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _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 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_ALPHACLIP struct a2v { fixed2 uv : TEXCOORD0; half4 vertex : POSITION; float4 color : COLOR; }; fixed4 _Color; struct v2f { fixed2 uv : TEXCOORD0; half4 vertex : SV_POSITION; float4 color : COLOR; }; sampler2D _MainTex; sampler2D _Mask; v2f vert (a2v i) { v2f o; o.vertex = UnityObjectToClipPos(i.vertex); o.uv = i.uv; o.color = i.color * _Color; return o; } fixed4 frag (v2f i) : COLOR { half4 color = tex2D(_MainTex, i.uv) * i.color; half4 mask = tex2D(_Mask, i.uv); color.a *= mask.a; return color; } ENDCG } } }