准备一张切了角的底图
这个是用做底图。原理就是rgb用原来的,但是a用这张图,当a==0时,切掉
代码:
Shader "Custom/Cube" {
Properties {
_MainTex ("Texture", 2D) = "white" { }
_Mask("Mask",2D)="white"{}
}
SubShader
{
pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _Mask;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
} ;
v2f vert (appdata_base v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
o.uv=v.texcoord;
return o;
}
float4 frag (v2f i) : COLOR
{
float4 texCol = tex2D(_MainTex,i.uv);
float4 texMask=tex2D(_Mask,i.uv);
if(texMask.w==0)
discard;
return texCol;
}
ENDCG
}
}
FallBack "Diffuse"
}