Hello!
I am attempting to write a two-pass shader for Unity URP.
The two passes in question are:
Pass
{
Stencil
{
Ref [_StashHoleStencil]
Comp Equal
Pass IncrSat
Fail Zero
}
}
Pass
{
Stencil
{
Ref [_UiOverlapStencil]
Comp Less
Pass Replace
Fail Keep
}
}
Basically, if the Stencil Buffer is set to a particular value, then it increments it, otherwise it sets it to a desired value. This, however, doesn't seem to work. The second pass is not being executed at all.
How can I solve this? Since I am applying the shader using Render Objects, am I forced to create two RenderObjects features each with different shader, or is there a cleaner way?