shader 圆形遮罩
2017-11-22 21:56
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unity 遮罩,用mask 试了试 没啥效果,于是上网找了关于shader遮罩的博客。效果还不错。
![](https://img-blog.csdn.net/20171122213755610?watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvdGlhbnlvbmdoZW5n/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/Center)
圆形裁剪。
步骤:
1. shader:其主要原理是把遮罩图片的透明和原图片的透明度进行混合。不透明部分就是遮罩区域,透明部分不再显示// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/Circle"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Mask("Base (RGB)", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", 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 vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct a2v
{
fixed2 uv : TEXCOORD0;
half4 vertex : POSITION;
float4 color : COLOR;
};
fixed4 _Color;
struct v2f
{
fixed2 uv : TEXCOORD0;
half4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _MainTex;
sampler2D _Mask;
v2f vert(a2v i)
{
v2f o;
o.vertex = UnityObjectToClipPos(i.vertex);
o.uv = i.uv;
o.color = i.color * _Color;
return o;
}
fixed4 frag(v2f i) : COLOR
{
half4 color = tex2D(_MainTex, i.uv) * i.color;
half4 mask = tex2D(_Mask, i.uv);
color.a *= mask.a;
return color;
}
ENDCG
}
}
}
2.遮罩图片
![](https://img-blog.csdn.net/20171122215030714?watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvdGlhbnlvbmdoZW5n/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/Center)
除了圆形区域,其它地方是透明的,是为了用透明度和原图进行混合
3.新建材质
![](https://img-blog.csdn.net/20171122215204404?watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvdGlhbnlvbmdoZW5n/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/Center)
4.新建图片
圆形裁剪。
步骤:
1. shader:其主要原理是把遮罩图片的透明和原图片的透明度进行混合。不透明部分就是遮罩区域,透明部分不再显示// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/Circle"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Mask("Base (RGB)", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", 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 vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct a2v
{
fixed2 uv : TEXCOORD0;
half4 vertex : POSITION;
float4 color : COLOR;
};
fixed4 _Color;
struct v2f
{
fixed2 uv : TEXCOORD0;
half4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _MainTex;
sampler2D _Mask;
v2f vert(a2v i)
{
v2f o;
o.vertex = UnityObjectToClipPos(i.vertex);
o.uv = i.uv;
o.color = i.color * _Color;
return o;
}
fixed4 frag(v2f i) : COLOR
{
half4 color = tex2D(_MainTex, i.uv) * i.color;
half4 mask = tex2D(_Mask, i.uv);
color.a *= mask.a;
return color;
}
ENDCG
}
}
}
2.遮罩图片
除了圆形区域,其它地方是透明的,是为了用透明度和原图进行混合
3.新建材质
4.新建图片
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