核心原理
GPU 每次刷新屏幕时,会重新计算物体上的 Shader 中的顶点着色器和片面着色器,然后输出计算结果并显示到屏幕上。在计算片面着色器时,需要将材质的顶点的世界坐标和 Mask 裁剪区域的边界进行比对,判断该顶点是否在裁剪区域内,如果不是就将该顶点的透明通道设为零。
下面附上Shader代码:
//add 注释中的内容是修改的地方
//Mask裁切UI粒子系统
Shader "Particles/AdditiveMask" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
//-------------------add----------------------
_MinX ("Min X", Float) = -10
_MaxX ("Max X", Float) = 10
_MinY ("Min Y", Float) = -10
_MaxY ("Max Y", Float) = 10
//-------------------add----------------------
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha One
AlphaTest Greater .01
ColorMask RGB
Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
//-------------------add----------------------
float _MinX;
float _MaxX;
float _MinY;
float _MaxY;
//-------------------add----------------------
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD1;
#endif
//-------------------add----------------------
float3 vpos : TEXCOORD2;
//-------------------add----------------------
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
//-------------------add----------------------
o.vpos = v.vertex.xyz;
//-------------------add----------------------
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
sampler2D_float _CameraDepthTexture;
float _InvFade;
fixed4 frag (v2f i) : SV_Target
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
//-------------------add----------------------
fixed4 c =2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
c.a *= (i.vpos.x >= _MinX );
c.a *= (i.vpos.x <= _MaxX);
c.a *= (i.vpos.y >= _MinY);
c.a *= (i.vpos.y <= _MaxY);
c.rgb *= c.a;
return c;
//-------------------add----------------------
}
ENDCG
}
}
}
}
下面附上C#代码:
using UnityEngine;
using UnityEngine.UI;
//Mask裁切UI粒子系统
public class MaskShader : MonoBehaviour
{
private Material material;
private RectMask2D mask;
public void Start()
{
material = GetComponent<ParticleSystem>().GetComponent<Renderer>().material;
mask = GetComponentInParent<RectMask2D>();
SetClip();
//如果运行时裁剪区域不会发生改变,可以注释掉下面这句代码
GetComponentInParent<ScrollRect>().onValueChanged.AddListener(v => { SetClip(); });
}
public void SetClip()
{
//获取到需要裁剪的区域
Vector3[] corners = new Vector3[4];
mask.GetComponent<RectTransform>().GetWorldCorners(corners);
//将裁剪区域传入到Shader中
material.SetFloat("_MinX", corners[0].x);
material.SetFloat("_MinY", corners[0].y);
material.SetFloat("_MaxX", corners[2].x);
material.SetFloat("_MaxY", corners[2].y);
}
}
将C#脚本挂到需要裁剪的粒子系统对象身上
效果展示:
裁剪后
裁剪前
附参考链接:
1.https://www.huangshengbo.com/2019/12/12/learnrecord/
2.https://www.xuanyusong.com/archives/3518