I wasn't assuming it would work out of the box immediately, but I was hoping the clipping simply worked with any Unity object with the right shader. Unfortunately it looks like adding that shader to the tk2d atlas material makes the sprites not render at all and would be inefficient anyway since that would change every object in my game to that shader.
Is there any way to get around the other issue I have with trying to "mimic clipping" by simply putting a sprite over the top of the tk2d sprite on the Z? If I have a Panel on Z = -10 with a background, label, and fake clip sprites on the top and bottom that I want to slide my other Panel that has dragpanel contents and draggable panel on it it gets completely hidden the minute I set just 1 of the sprites Z closer to the camera than the thing I'm trying to clip.
Panel (Z = -10)
- Background behind the drag panel contents
- Fake clip objects at top and bottom of camera view, z = -15
Panel (DraggablePanel) (Z = -11)
- GO (DragPanelContents) (UIGrid)
-- GO
-- GO
All the drag panel content items are supposed to slip under the fake clip sprites, but setting them to -15 draws the entire top Panel over the top of the 2nd panel.
-- ETC...