title: Unity UI Masking doesn't work on Galaxy Note and Kindle Fire
body: <p>I'm developing a game in Unity 5.2.2f1 and I'm using the canvas and image masking elements then building an .apk for Android. On most Android devices this works fine, but on the Galaxy Note 5 and the Kindle Fire HD, the masking doesn't take. </p>
  
  <p>What's also interesting is that it <em>DOES</em> work on Galaxy Note and Kindle Fire HD when I use the default provided asset that is part of the <em>unity_builtin_extra</em> resource, but not when I use a .gif or a .png for the image asset.</p>
  
  <p>Mask Works on all Android devices:</p>
  
  <p><a href="https://i.stack.imgur.com/d9QxD.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/d9QxD.png" alt="This works on everything"></a></p>
  
  <p><a href="https://i.stack.imgur.com/9GiHv.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/9GiHv.png" alt="This works on everything"></a></p>
  
  <p>Mask only works on some Android devices:</p>
  
  <p><a href="https://i.stack.imgur.com/kBGZ3.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/kBGZ3.png" alt="Does not work on Note 5"></a></p>
  
  <p><a href="https://i.stack.imgur.com/TOU4b.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/TOU4b.png" alt="Does not work on Note 5"></a></p>
  
  <p>I've also tried updating various setting like setting the cameras to forward rendering and enabling 32-bit Display Buffer (as other posts have suggested), but nothing so far has worked.</p>
  
  <p>Any leads or thoughts on this would be greatly appriciated!</p>