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
}
}
}

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