参考链接:

https://blog.csdn.net/akof1314/article/details/50428200

1.Mask.shader

 // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

 Shader "Custom/Mask"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (,,,) _StencilComp ("Stencil Comparison", Float) =
_Stencil ("Stencil ID", Float) =
_StencilOp ("Stencil Operation", Float) =
_StencilWriteMask ("Stencil Write Mask", Float) =
_StencilReadMask ("Stencil Read Mask", Float) = _ColorMask ("Color Mask", Float) = [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = _MaskTex ("Mask Texture", 2D) = "white" {}
} 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
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0 #include "UnityCG.cginc"
#include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
}; struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
}; sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST; sampler2D _MaskTex; v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); OUT.color = v.color * _Color;
return OUT;
} fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
color.a *= tex2D(_MaskTex, IN.texcoord).a; #ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif #ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif return color;
}
ENDCG
}
}
}

核心代码:

 color.a *= tex2D(_MaskTex, IN.texcoord).a;

即遮罩图alpha=0的地方不会显示

遮罩图和效果图(遮罩图白色的地方实际上是透明的):

2.UV问题

上面的结果表面上看是没什么问题的,但如果把图片打进图集就会发现不对了。原因是,shader里面uv坐标不再是单个图片的坐标了,而是图集里面该图片的坐标,使得shader计算错误,最终渲染错乱。解决方法是,将单个图片的纹理坐标保存到uv1中。

SetVertUV1.cs

 using UnityEngine;
using UnityEngine.UI; public class SetVertUV1 : BaseMeshEffect
{
public override void ModifyMesh(VertexHelper vh)
{
UIVertex uiVertex = new UIVertex();
for (int i = ; i < vh.currentVertCount; i++)
{
vh.PopulateUIVertex(ref uiVertex, i);
int uvX = i >> ;
int uvY = uvX ^ (i & );
uiVertex.uv1 = new Vector2(uvX, uvY);
vh.SetUIVertex(uiVertex, i);
}
}
}

即将4个顶点的uv1依次设置为(0,0),(0,1),(1,1),(1,0)

MaskUV1.shader

 // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

 Shader "Custom/MaskUV1"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (,,,) _StencilComp ("Stencil Comparison", Float) =
_Stencil ("Stencil ID", Float) =
_StencilOp ("Stencil Operation", Float) =
_StencilWriteMask ("Stencil Write Mask", Float) =
_StencilReadMask ("Stencil Read Mask", Float) = _ColorMask ("Color Mask", Float) = [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = _MaskTex ("Mask Texture", 2D) = "white" {}
} 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
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0 #include "UnityCG.cginc"
#include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
}; struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float2 texcoord1 : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
}; sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST; sampler2D _MaskTex; v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); OUT.color = v.color * _Color;
OUT.texcoord1 = v.texcoord1;
return OUT;
} fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
color.a *= tex2D(_MaskTex, IN.texcoord1).a; #ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif #ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif return color;
}
ENDCG
}
}
}

[UnityShader效果]01.Mask的更多相关文章

  1. Unity UGUI——遮罩效果(Mask)

    Show Mask Graphic

  2. [UnityShader基础]01.渲染队列

    unity中定义了5个渲染队列: 1.Background,对应索引号1000,该队列最先被渲染 2.Geometry,对应索引号2000,默认的渲染队列,大多数物体都使用该队列,不透明物体使用该队列 ...

  3. 【原】使用Xfermode正确的绘制出遮罩效果

    以前写as3的时候,遮罩效果一个mask属性就搞定了,真是方便. 转到android上以后,发现要实现类似的效果,可以使用Xfermode,android一共提供了三种: AvoidXfermode; ...

  4. C# 仿金山毒霸启动和关闭淡入淡出效果

    原文 C# 仿金山毒霸启动和关闭淡入淡出效果 01 #region 窗体关闭效果 02   03 #region 私有方法 04 [DllImportAttribute("user32.dl ...

  5. 【js】使用javascript 实现静态网页分页效果

    <!DOCTYPE html> <html> <head> <meta http-equiv="content-Type" content ...

  6. 【UGUI源码分析】Unity遮罩之Mask详细解读

    遮罩,顾名思义是一种可以掩盖其它元素的控件.常用于修改其它元素的外观,或限制元素的形状.比如ScrollView或者圆头像效果都有用到遮罩功能.本系列文章希望通过阅读UGUI源码的方式,来探究遮罩的实 ...

  7. 快速学习html、css的经典笔记

    HTML语言剖析 Html简介-目录 全写: HyperText Mark-up Language  译名: 超文本标识语言  简释:一种为普通文件中某些字句加上标示的语言,其目的在于运用标签(tag ...

  8. 论文阅读之 DECOLOR: Moving Object Detection by Detecting Contiguous Outliers in the Low-Rank Representation

    DECOLOR: Moving Object Detection by Detecting Contiguous Outliers in the Low-Rank Representation Xia ...

  9. 关于 CSS 反射倒影的研究思考

    原文地址:https://css-tricks.com/state-css-reflections 译者:nzbin 友情提示:由于演示 demo 的兼容性,推荐火狐浏览.该文章篇幅较长,内容庞杂,有 ...

随机推荐

  1. python基础(九)

    一.私有 class DB: port = 3306 #类变量 def __init__(self): self.host = '127.0.0.1' self.__user = 'root' #实例 ...

  2. 哈希表(Hash Map)

    今天第一次做Leetcode用到了散列表,之前学的数据结构的内容都忘了,正好趁热打铁补一补. 摘自其他博客的一个整合. 一.哈希表简介 数据结构的物理存储结构只有两种:顺序存储结构和链式存储结构(像栈 ...

  3. MySQL下载与安装

    百度云网盘: https://pan.baidu.com/s/11ZIuXcNowp4_bVH4FLhyYA 提取码:ocuh MySQL是一个关系型数据库管理系统,由瑞典MySQL AB 公司开发, ...

  4. Cisco Packet Tracer7.1 rip协议实验

    设备: 路由器:三个1941:router0,router1,router2; 终端用户:二个PC-PT:PC0,PC1; 网络配置: 网络 设备 接口 IP 设备 接口 IP 192.168.0.0 ...

  5. 安装Oracle数据库心得

    学到Oracle数据库了,想在自己电脑上安装个Oracle数据库.在网上下载了一个Oracle18c版 下边是我安装Oracle18c版的数据库失败,后来在卸载过程中遇到的问题: 1.用Univers ...

  6. anki_vector SDK源码解析(教程)

    一:最近anki vector robot开放了Python SDK,我听到的第一时间就赶快上网查了查,先抛几个官网重要链接吧: Python编程API手册及环境搭建等: https://sdk-re ...

  7. Excel 导入 Mysql

    1.将Excel xls文件 另存为 csv 文件: 2.用记事本打开csv文件,然后另存为编码为utf-8的txt文件: 3.将txt文件后缀更改为csv 4.最后,用phpmyadmin或其他数据 ...

  8. KiCad 一款强大的 BOM 和 装配图生成插件

    KiCad 一款强大的 BOM 和 装配图生成插件 可以生成 BOM 和在线的图形. https://github.com/openscopeproject/InteractiveHtmlBom In ...

  9. java随机分配端口占用其它服务端口问题完美解决

    问题描述:  java创建socket连接,创建的随机客户端端口占用了其它服务的端口,导致该服务无法启动 解决: 1.linux系统为java或其它程序提供随机端口配置项 查看端口范围:sysctl ...

  10. 什么是HDR?

    参考:https://baijiahao.baidu.com/s?id=1606763887374415267&wfr=spider&for=pc HDR——即高动态范围图像(High ...