I really appreciate your patience and your feedback. If you need anything else, I’m always around! I also followed you to keep an eye on what you’ll be creating next 👀! Haha Thank you again!
Holomind
Creator of
Recent community posts
Hi rick0!
Good to know you managed to solve the first issue! :D As for the second one, I believe I’ve fixed it in the new version 1.0.4 that I uploaded to the package page.
Basically, as you mentioned, the pipeline didn’t support UI Masking because it cleared the stencil buffer, but I think that was implemented specifically for WebGL.
In this new version I added the option “Preserve Stencil Before UI Rendering” in the Camera Volume, and now it should work as expected. In my tests I was able to reproduce the effect and the UI Masking worked properly. Can you check if it solves the issue for you?
Check this print:

Thanks again for the feedback!
Hi rick0!
Thank you very much for purchasing the Gen5 Toolkit and for your feedback! May I ask which Unity version you’re using? Meanwhile, here are some workarounds you can try:
Problem 1: World Space UI not being occluded Try disabling depth buffer clearing: Scene Volume Profile > Camera Volume > disable “Is Clear Depth Before UI Enabled”. This preserves the depth buffer before UI rendering, allowing proper occlusion. Let me know if it works.
Problem 2: Masks not working with “Screen Space - Camera” You can try using multiple canvases — one in Screen Space - Overlay (using masks) and another in Screen Space - Camera (using shaders). If that doesn’t work for your case, you can test a custom shader that preserves the stencil buffer, like this one:
Shader "Custom/UI-ScreenSpaceCamera"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)
[HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1)
[HideInInspector] _AlphaTex ("External Alpha", 2D) = "white" {}
[HideInInspector] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex SpriteVert
#pragma fragment SpriteFrag
#pragma target 2.0
#pragma multi_compile_instancing
#pragma multi_compile_local _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnitySprites.cginc"
ENDCG
}
}
}
If none of these solve the issue, just let me know and I’ll test it on my side and implement a fix as soon as possible :D Thanks again for the support and your patience!
Best regards, Holomind
Hello!
Thank you so much for your kind words and for choosing my assets for your next game! 😊
I really appreciate your suggestions. I will definitely add that. Additionally, I'll make sure to export the assets in the .glb format too.
I'm planning to release an update with these new items and the .glb format til July 12th.

