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You can use the ,stencil, buffer A memory store that holds an 8-bit per-pixel value. In ,Unity,, you can use a ,stencil, buffer to flag pixels, and then only render to pixels that pass the ,stencil, operation. More info See in Glossary as a general purpose per pixel ,mask, for saving or discarding pixels The smallest unit in a computer image. Pixel size depends on your screen resolution.
27/4/2020, · Finally, we overrode the ,stencil, buffer options for those two entire layers. For the ,Mask, layer, using a compare function of Always means that the Pass operation is always run. Setting the Pass to Replace means that all of the pixels inside of our ,masks, mesh will have a ,stencil, value set to 1.
Stencil, (as the name suggests) is used to reject pixels which are masked out by it. When you draw your b/w alpha tile you probably setup ,stencil, test so that if alpha!=0 then ,stencil, passes, otherwise - fails. So you get what you asked for. When you later draw your clouds they will be hard-cutted according to the ,stencil mask,.
To the pike, the ,Maskenozha,, “Take the bait of this rude fellow, Break the line of Hiawatha!” In his fingers Hiawatha Felt the loose line jerk and tighten; As he drew it in, it tugged so That the birch canoe stood endwise, Like a birch log in the water, With the squirrel, Adjidaumo, Perched and frisking on the summit. Full of scorn was Hiawatha
Masking is implemented using the ,stencil, buffer of the GPU. *The first ,Mask, element writes a 1 to the ,stencil, buffer *All elements below the ,mask, check when rendering, and only render to areas where there is a 1 in the ,stencil, buffer *Nested ,Masks, will write incremental bit ,masks, into the buffer, this means that renderable children need to have the logical & of the ,stencil, values to be rendered.