Unity 无锯齿遮罩shader

这个Shader可以用于UGUI制作头像框遮罩,没有锯齿,非常nice

Shader "Custom/CircleMask" {
    Properties {
        _MainTex ("MainTex", 2D) = "white" {}
        _MaskTex ("MaskTex", 2D) = "white" {}
        [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
        //MASK SUPPORT ADD
        _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
        //MASK SUPPORT END
    }
    SubShader {
        Tags {
            "IgnoreProjector"="True"
            "Queue"="Transparent"
            "RenderType"="Transparent"
        }
        //MASK SUPPORT ADD
        Stencil
        {
            Ref [_Stencil]
            Comp [_StencilComp]
            Pass [_StencilOp]
            ReadMask [_StencilReadMask]
            WriteMask [_StencilWriteMask]
        }
        ColorMask [_ColorMask]
        //MASK SUPPORT END
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            Blend SrcAlpha OneMinusSrcAlpha
            ZWrite Off
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #include "UnityCG.cginc"
            #pragma multi_compile_fwdbase
            #pragma only_renderers d3d9 d3d11 glcore gles
            #pragma target 3.0
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform sampler2D _MaskTex; uniform float4 _MaskTex_ST;
            struct VertexInput {
                float4 vertex : POSITION;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.pos = UnityObjectToClipPos( v.vertex );
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
// Lighting:
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
                float3 finalColor = _MainTex_var.rgb;
                float4 _MaskTex_var = tex2D(_MaskTex,TRANSFORM_TEX(i.uv0, _MaskTex));
                return fixed4(finalColor,_MaskTex_var.a);
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
}

转载:http://gad.qq.com/article/detail/44365

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以下是一个简单的Unity锯齿圆形Shader,它可以应用于任何圆形形状的游戏对象。这个Shader使用了两个Pass,第一个Pass将纹理设置为白色(1,1,1,1),并将alpha值设置为圆形的距离中心的距离。第二个Pass使用了一个简单的半透明材质,用于混合背景颜色和圆形的颜色。 Shader "Custom/AntiAliasedCircle" { Properties { _MainTex ("Texture", 2D) = "white" {} _Radius ("Radius", Range(0, 1)) = 0.5 _EdgeWidth ("Edge Width", Range(0, 0.1)) = 0.01 } SubShader { Tags {"Queue"="Transparent" "RenderType"="Transparent"} Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float _Radius; float _EdgeWidth; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { float4 color = float4(1,1,1,1); float2 center = float2(0.5,0.5); float dist = distance(i.uv, center); if (dist > _Radius - _EdgeWidth) { color.a = 1 - ((dist - (_Radius - _EdgeWidth)) / _EdgeWidth); } return color; } ENDCG } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float _Radius; float _EdgeWidth; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { float4 bg = i.uv.x > 0.5 ? float4(0,0,0,1) : float4(1,1,1,1); float4 fg = tex2D(_MainTex, i.uv); float4 color = lerp(bg, fg, fg.a); return color; } ENDCG } } FallBack "Diffuse" }

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