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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