就给头像不用蒙版画个圈,没啥好说的,直接贴代码.(100个单位比mask和PopulateMesh好了几十倍吧,单位越多性能差距越大
Shader "Unlit/UICircle"
{
Properties
{
[PerRendererData] _MainTex ("MainTex", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
[Header(Stencil)]
_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
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off //关闭剔除
Lighting Off
ZWrite Off //关闭深度写入
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 color : COLOR;
half2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float4 _Color;
float _Width;
v2f vert(appdata_t IN)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
half IsInCir(half2 p)
{
const half x = p.x - 0.5; //m_cirVertex 是圆的圆心坐标
const half y = p.y - 0.5;
const half dis = sqrt(pow(x, 2) + pow(y, 2));
return 1 - step(0.5, dis);
}
fixed4 frag(v2f IN) : SV_Target
{
const half alpha = IsInCir(IN.texcoord);
half4 color = tex2D(_MainTex, IN.texcoord) * IN.color * _Color;
color.a *= alpha;
return color;
}
ENDCG
}
}
}