Hi,
I need to use a mask for my sprites and am trying to use a custom shader to achieve this. The idea is to use the same atlas (that would contain the mask and the image itself) then transfer two sets of UVs for each sprite.
The custom shader would then read from the two textures and proceed accordingly.
I was thinking about creating a variation of UIGemetry and UIDrawCall but it looks clearly tedious to achieve.
Worse case, I will probably just use a custom Mesh and plug the atlas system into it
Any recommendation for this kind of operations ?
Thanks