When you have sprites/images overlapping and you apply alpha (via CanvasGroup or direct) it allows the color/image behind to mix with the transparent one, displaying this annoying stuff when you have borders, lines, etc.
Shader "Custom/CanvasImageMask"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle(DO_NOT_DRAW)]
_DoNotDraw ("Do not draw", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref 1
Comp Greater
Pass Replace
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGBA
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature DO_NOT_DRAW
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
#endif
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
clip (color.a - 0.01);
#ifdef DO_NOT_DRAW
color.a = 0;
#endif
return color;
}
ENDCG
}
}
}