//第一种:添加遮罩贴图,有像素的部位会被遮罩不显示
Shader "MyShader/AlphaMask" {
Properties
{
_Color("Main Color", Color) = (1,1,1,1)
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
_MaskTex("Mask (A)", 2D) = "white" {}
_Progress("Progress", Range(0,1)) = 0.5
}
Category
{
Lighting Off
ZWrite Off
Cull back
Fog{ Mode Off }
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" }
Blend SrcAlpha OneMinusSrcAlpha
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
sampler2D _MaskTex;
fixed4 _Color;
float _Progress;
struct appdata
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord.xy;
return o;
}
half4 frag(v2f i) : COLOR
{
fixed4 c = _Color * tex2D(_MainTex, i.uv);
fixed ca = tex2D(_MaskTex, i.uv).a;
c.a *= ca >= _Progress ? 0: 1;
return c;
}
ENDCG
}
}
SubShader
{
AlphaTest LEqual[_Progress]
Pass
{
SetTexture[_MaskTex]{ combine texture }
SetTexture[_MainTex]{ combine texture, previous }
}
}
}
Fallback "Transparent/VertexLit"
}
//第二种:添加到模型上的部位会透明,并且遮挡摄像机后面的模型
Shader "Depth Mask"
{
SubShader
{
Tags{ "Queue" = "Background" }
Blend SrcAlpha OneMinusSrcAlpha
Lighting Off
ZWrite On
ZTest Always
Pass
{
Color(0,0,0,0)
}
}
}