這篇文章主要爲大家詳細介紹了Unity shader實現遮罩效果,具有一定的參考價值,感興趣的小夥伴們可以參考一下
本文實例爲大家分享了Unity shader實現遮罩效果的具體代碼,供大家參考,具體內容如下
效果:
shader代碼:
Shader "Custom/Mask" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {}//目標圖片,即需要被遮罩的圖片 _MaskLayer("Culling Mask",2D) = "white"{}//混合的圖片,設置爲白色的圖片,任何顏色與白色混合,其顏色不變 _Cutoff("Alpha cutoff",Range(0,1)) = 0 } SubShader { Tags { "Queue"="Transparent" }//渲染隊列設置爲 以從後往前的順序渲染透明物體 Lighting off //關閉光照 ZWrite off //關閉深度緩存 Blend off //關閉混合 AlphaTest GEqual[_Cutoff] //啓用alpha測試 Pass{ SetTexture[_MaskLayer]{combine texture}//混合貼圖 //混合貼圖,previous爲放置在前一序列這樣在進行AlphaTest的時候會以這個圖片爲主來進行混合 SetTexture[_MainTex]{combine texture,previous} } } }
新建一個材質球,然後將目標圖片和遮擋圖片賦予一下,即可看到效果
小編再爲大家分享另一段代碼:Unity shader無鋸齒遮罩效果,忘記作者名字了,感謝這位朋友的分享。
這個Shader可以用於UGUI製作頭像框遮罩,沒有鋸齒,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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