Hey, just reporting some unusual behavior that I came across. I've noticed that some STMs with the Super Text Mesh/Universal/Default shader fail to render when they're masked by something, regardless of what Mask Mode is set to.
I haven't been able to reproduce this in a blank project, because it probably relates to some finnicky stencil shaders in my main project. But, I can "fix" it by switching to the Super Text Mesh/UI/Default shader.
Looking at the code, it appears that Mask Mode: Ignore is doing something a bit more complex than ignoring the mask. On line 6205 of SuperTextMesh.cs, there's some stuff about MaskDepthToID() that calculates the value used for the stencil ref.
Anyway, perhaps there should be a way to just ignore masking altogether? The stencil stuff is pretty finnicky and I never fully understood it myself, but I think you can ignore the masking by setting the Stencil's Ref to 0, or Comp to Disabled or Never. Not sure why this works in the other shader and not in the Universal one, but since masking isn't required for some objects, I'm trying to just simplify things by ignoring the stencil altogether.