特效裁剪Shader

记录一下特效裁剪Shader的几句关键代码,以防之后忘记。

Shader "Indra/Lowpoly Additive Clip"{
	Properties{
		_TintColor("Tint Color", Color) = (0.5,0.5,0.5,0.5)
		_MainTex("Particle Texture", 2D) = "white" {}
		_Wrap("明暗对比", range(-1, 1)) = 0

		//-------------------add----------------------
		_MinX("Min X", Float) = -1
		_MaxX("Max X", Float) = 1
		_MinY("Min Y", Float) = -1
		_MaxY("Max Y", Float) = 1
	}

	Category{
		Tags { "Queue" = "Transparent+10" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
		Blend SrcAlpha One
		ColorMask RGB
		Cull Off Lighting Off ZWrite Off

		SubShader {
			Pass {

				CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag
				#pragma multi_compile_fog
				#pragma multi_compile_instancing 

				#include "UnityCG.cginc"

				sampler2D _MainTex;
				//-------------------add----------------------
				float _MinX;
				float _MaxX;
				float _MinY;
				float _MaxY;

				struct appdata_t {
					float4 vertex : POSITION;
					fixed4 color : COLOR;
					float2 texcoord : TEXCOORD0;
					float3 normal : NORMAL;
					UNITY_VERTEX_INPUT_INSTANCE_ID
				};

				struct v2f {
					float4 vertex : SV_POSITION;
					fixed4 color : COLOR;
					float2 texcoord : TEXCOORD0;
					UNITY_FOG_COORDS(1)
					UNITY_VERTEX_OUTPUT_STEREO
					float3 worldNormal : TEXCOORD2;
					float4 worldPos : TEXCOORD3;
					//-------------------add----------------------
					float3 vpos : TEXCOORD4;
				};

				float4 _MainTex_ST;
				UNITY_INSTANCING_BUFFER_START(Props)
					UNITY_DEFINE_INSTANCED_PROP(fixed4, _TintColor)
					UNITY_DEFINE_INSTANCED_PROP(fixed, _Wrap)
				UNITY_INSTANCING_BUFFER_END(Props)

				v2f vert(appdata_t v)
				{
					v2f o;
					UNITY_SETUP_INSTANCE_ID(v);
					UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
					o.vertex = UnityObjectToClipPos(v.vertex);
					o.color = v.color * UNITY_ACCESS_INSTANCED_PROP(Props, _TintColor);
					o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
					UNITY_TRANSFER_FOG(o,o.vertex);
					o.vpos = ComputeScreenPos(o.vertex);

					o.worldNormal = UnityObjectToWorldNormal(v.normal);
					o.worldPos.xyz = mul(unity_ObjectToWorld, v.vertex).xyz;
					o.worldPos.w = UNITY_ACCESS_INSTANCED_PROP(Props, _Wrap);
					return o;
				}

				fixed4 frag(v2f i) : SV_Target
				{
					fixed3 worldNormal = normalize(i.worldNormal);
					fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));

					fixed NDotL = saturate(dot(worldNormal, worldLightDir) * 0.5 + 0.5);

					fixed4 col = 2.0f * i.color * tex2D(_MainTex, i.texcoord);
					col.rgb = col.rgb * lerp(i.worldPos.w, 1, NDotL);
					UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0));

					//-------------------add----------------------
					if (i.vpos.x < _MinX || i.vpos.x > _MaxX || i.vpos.y < _MinY || i.vpos.y > _MaxY)
						col.a = 0;

					return col;
				}
				ENDCG
			}
		}
	}
}

其中----add-----注释下的为关键代码。

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