I'm not sure why creating a UI mask isn't working for me. Isn't it this below? Hierarchy Code (csharp): Mask Image Mask Game Object has Components Mask, Image and Canvas Renderer Image Game Object has Components Canvas Renderer and Image I'm using Unity Standard UIMask Image As you can see the image has square corners The mask when I disable the Image Game Object
Thanks for the reply man. ya idk what the heck. Certain canvas settings maybe? I created a Scroll View just now with in the same canvas and the mask works fine for that.
Ehh just noticed its working now. All I did was just go back to the scene. Canvas isn't updating or something idk. I hit save scene earlier though. As well as disabling canvas and enabling it.
Older thread, I know, but I ran into the same problem and thought I'd post my solution in case anyone stumbles upon this thread in the future. Had the same problem with masking not working. Turns out, my child object had a material with a texture on in, but no sourceImage (Sprite). I worked when I duplicated the material's texture as a UI Sprite, the slapped it onto the SourceImage slot and removed the material altogether. (Bit of a shame though, I wanted said child object to be rendered additive, which I found no way of making possible without the use of a material. Oh well.)
I cobbled together a shader the other day in Amplify that did the trick for me. I used the Legacy/DefaultUI Template, set the blend mode to additive and piped BaseTexture, Vertex Color and a Mask Texture into the output node - däng, UI Masking. I wonder why this isn't a default shader in Unity, or am I missing something?