Hi Guys. Can somebody help me turn this into a Sprite Mask. My Shader creates the black 8bit Dithering effect. Code (CSharp): // Shader "Deon/8bitImage" { Properties { _MainTex("", 2D) = "" {} _DitherTex("", 2D) = "" {} _Color0("Dark", Color) = (0, 0, 0) _Color1("Light", Color) = (1, 1, 1) [Gamma] _Opacity("", Range(0, 1)) = 1 _Scale ("Scale", Range(0, 10)) = 4 _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } CGINCLUDE #include "UnityCG.cginc" sampler2D _MainTex; float2 _MainTex_TexelSize; sampler2D _DitherTex; float2 _DitherTex_TexelSize; fixed _Cutoff; half _Scale; half3 _Color0; half3 _Color1; half _Opacity; half4 frag(v2f_img i) : SV_Target { half4 source = tex2D(_MainTex, i.uv); // Dither pattern sample float2 dither_uv = i.uv * _DitherTex_TexelSize; dither_uv /= _MainTex_TexelSize * _Scale; half dither = tex2D(_DitherTex, dither_uv).a + 0.5 / 256; // Relative luminance in linear RGB space #ifdef UNITY_COLORSPACE_GAMMA half rlum = LinearRgbToLuminance(GammaToLinearSpace(saturate(source.rgb))); #else half rlum = LinearRgbToLuminance(source.rgb); #endif // Blending half3 rgb = rlum < dither ? _Color0 : _Color1; return half4(lerp(source.rgb, rgb, _Opacity), source.a); clip(source.a - _Cutoff); } ENDCG SubShader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma multi_compile _ UNITY_COLORSPACE_GAMMA #pragma vertex vert_img #pragma fragment frag ENDCG } } }