The new Sprite Mask feature is very nice, but it is a black box. How exactly does it work? I can only guess that it makes heavy use of stencil buffer internally, but this isn't documented anywhere. Frame Debugger shows nothing related to the stencil when rendering masks or masked sprites, and sprite shaders have no mention of stencil as well. How safe is it to use this feature if I'm already using stencil extensively? It seems to be causing some troubles (read the first 2 paragraphs): http://crazybitsstudios.com/rim-lighting-and-realtime-shadows-for-sprites-in-unity-2d-12 Also, is there any good way to use Sprite Mask with MeshRenderer? I mean, I can write a shader that will use the stencil mask, but for that, I must at least know what values are being written into stencil. Thanks.