Is your feature request related to a problem? Please describe.
RectMask2D is now working via _ClipRect parameter in shader and using TEXCOORD2 for mask instead of stencil. But UIEffect shaders using TEXCOORD2 for its purposes and simple adding those masking code and binding mask to TEXCOORD3 is not working.
Describe the solution you'd like
Update UIEffect, UIDissolve and UIShiny shaders and corresponding includes in UIEffectSprite.cginc to modern version of Unity built-in UI shader.
Describe alternatives you've considered
Support of SoftMaskForGUI?
Is your feature request related to a problem? Please describe. RectMask2D is now working via _ClipRect parameter in shader and using TEXCOORD2 for mask instead of stencil. But UIEffect shaders using TEXCOORD2 for its purposes and simple adding those masking code and binding mask to TEXCOORD3 is not working.
Describe the solution you'd like Update UIEffect, UIDissolve and UIShiny shaders and corresponding includes in UIEffectSprite.cginc to modern version of Unity built-in UI shader.
Describe alternatives you've considered Support of SoftMaskForGUI?