Hi,
I'm trying to figure out where you store the clipping data in the texture you use with the Unlit/Transparent Colored (SoftClip). My goal is to be able to make a clipping mask with a different shape than the basic rectangle.
So far, I've found that it has something to do with :
o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex);
If I invert x and y, the clipping is also inverted.
Why do you get another set of UVs based on the vertex in local position? Is there a way to inspect the texture created at runtime in order to see the extra information? Thank you