将一个方形图片切割成菱形
-
在Sprites/Default的shader基础上进行扩展
- 分别将需要切割的四个角的透明度设置为0,就不会显示了
- 如下图,切割前是原图,使用shader后将不会显示四个角
Shader "Custom/Rhombus"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
float _AlphaSplitEnabled;
fixed4 SampleSpriteTexture(float2 uv)
{
fixed4 color = tex2D(_MainTex, uv);
#if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
if (_AlphaSplitEnabled)
color.a = tex2D(_AlphaTex, uv).r;
#endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
if (uv.x + uv.y < 0.5) //切除A区
color.a = 0;
else if (uv.x > 0.5 && uv.x - 0.5 > uv.y) //切除B区
color.a = 0;
else if (uv.y > 0.5 && uv.y - 0.5 > uv.x) //切除C区
color.a = 0;
else if (uv.x > 0.5 && uv.y > 0.5 && uv.x + uv.y > 1.5) //切除D区
color.a = 0;
return color;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}