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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