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Unity Shader 剔除黑色背景

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网上找的,经测会有黑边,剔除的不干净

Shader "Esfog/FilterBlack" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader 
{
Tags { "RenderType"="Opaque" }
//LOD 200
Cull Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
struct VertexOutput
{
float4 pos:SV_POSITION;
float4 uv:TEXCOORD0;
};


VertexOutput vert(float4 vertex:POSITION,float4 uv:TEXCOORD0)
{
VertexOutput o;
o.pos = mul(UNITY_MATRIX_MVP,vertex);
o.uv = uv;
return o;
}


float4 frag(VertexOutput i):COLOR
{
float4 col;
col.rgba = tex2D(_MainTex,i.uv.xy);
col.a = 1;
if(col.r + col.g + col.b == 0)
{
col.a = 0;
}
return col;
}


ENDCG
}

} 
FallBack "Diffuse"
}


我整理的,效果测试还不错,下边这个是单面显示,上面那个测试是双面显示的

Shader "Custom/MaskBlack" {
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_MaskValue("Mask Value(0-1)",Range(0,1)) = 0.1
	}
	SubShader {
		Tags { "RenderType"="Transparent" }
		LOD 200
		
		CGPROGRAM
		#pragma surface surf Lambert alpha

		sampler2D _MainTex;
		float _MaskValue;

		struct Input {
			float2 uv_MainTex;
		};

		void surf (Input IN, inout SurfaceOutput o) {
			half4 c = tex2D (_MainTex, IN.uv_MainTex);
		        if(c.r+c.g+c.b<_MaskValue){
			     c.a=0;
		        }
			o.Albedo = c.rgb;
			o.Alpha = c.a;
		}
		ENDCG
	} 
	FallBack "Diffuse"
}



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