Unity shader实现遮罩效果
本文实例为大家分享了Unity shader实现遮罩效果的具体代码,供大家参考,具体内容如下
效果:
shader代码:
Shader "Custom/Mask" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {}//目标图片,即需要被遮罩的图片 _MaskLayer("Culling Mask",2D) = "white"{}//混合的图片,设置为白色的图片,任何颜色与白色混合,其颜色不变 _Cutoff("Alpha cutoff",Range(0,1)) = 0 } SubShader { Tags { "Queue"="Transparent" }//渲染队列设置为 以从后往前的顺序渲染透明物体 Lighting off //关闭光照 ZWrite off //关闭深度缓存 Blend off //关闭混合 AlphaTest GEqual[_Cutoff] //启用alpha测试 Pass{ SetTexture[_MaskLayer]{combine texture}//混合贴图 //混合贴图,previous为放置在前一序列这样在进行AlphaTest的时候会以这个图片为主来进行混合 SetTexture[_MainTex]{combine texture,previous} } } }
新建一个材质球,然后将目标图片和遮挡图片赋予一下,即可看到效果
小编再为大家分享另一段代码:Unity shader无锯齿遮罩效果,忘记作者名字了,感谢这位朋友的分享。
这个Shader可以用于UGUI制作头像框遮罩,没有锯齿,非常nice
Shader "Custom/CircleMask" { Properties { _MainTex ("MainTex", 2D) = "white" {} _MaskTex ("MaskTex", 2D) = "white" {} [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 //MASK SUPPORT ADD _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 //MASK SUPPORT END } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" } //MASK SUPPORT ADD Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } ColorMask [_ColorMask] //MASK SUPPORT END Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #pragma multi_compile_fwdbase #pragma only_renderers d3d9 d3d11 glcore gles #pragma target 3.0 uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform sampler2D _MaskTex; uniform float4 _MaskTex_ST; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.pos = UnityObjectToClipPos( v.vertex ); return o; } float4 frag(VertexOutput i) : COLOR { ////// Lighting: float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float3 finalColor = _MainTex_var.rgb; float4 _MaskTex_var = tex2D(_MaskTex,TRANSFORM_TEX(i.uv0, _MaskTex)); return fixed4(finalColor,_MaskTex_var.a); } ENDCG } } FallBack "Diffuse" }
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