Unity 遮罩Shader

这篇博客详细介绍了如何使用Unity中的Shader来创建一个自定义的Mask Icon,通过Shader代码实现图形的遮罩效果,包括颜色调整、Stencil Buffer的使用以及Alpha测试等关键步骤。内容涉及图形渲染和Unity UI系统。
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shader代码:

Shader "VTNew1061/MaskIcon"
{
    Properties
    {
        [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
        _Mask("Base (RGB)", 2D) = "white" {}


        _Color("Tint", Color) = (1,1,1,1)
        _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
            Lighting Off
            ZWrite Off
            ZTest[unity_GUIZTestMode]
            Blend SrcAlpha OneMinusSrcAlpha
            ColorMask[_ColorMask]

            Pass
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag

                #include "UnityCG.cginc"
                #include "UnityUI.cginc"

                #pragma multi_compile __ UNITY_UI_ALPHACLIP

                struct a2v
                {
                    fixed2 uv : TEXCOORD0;
                    half4 vertex : POSITION;
                    float4 color    : COLOR;
                };

                fixed4 _Color;

                struct v2f
                {
                    fixed2 uv : TEXCOORD0;
                    half4 vertex : SV_POSITION;
                    float4 color    : COLOR;
                };

                sampler2D _MainTex;
                sampler2D _Mask;

                v2f vert(a2v i)
                {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(i.vertex);
                    o.uv = i.uv;

                    o.color = i.color * _Color;
                    return o;
                }

                fixed4 frag(v2f i) : COLOR
                {
                    half4 color = tex2D(_MainTex, i.uv) * i.color;
                    half4 mask = tex2D(_Mask, i.uv);
                    color.a *= mask.a;
                    return color;
                }
                ENDCG
            }
        }
}
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