shader 圆形遮罩(NG UI)UGUI没试过

shader圆形遮罩有四个脚本,其它三个主要用于 Panel下支持裁剪 问题
First
Shader "Unlit/Transparent Colored"
{
	Properties
	{
		_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
	}
	
	SubShader
	{
		LOD 200

		Tags
		{
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
		}
		
		Pass
		{
			Cull Off
			Lighting Off
			ZWrite Off
			Fog { Mode Off }
			Offset -1, -1
			Blend SrcAlpha OneMinusSrcAlpha

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag			
			#include "UnityCG.cginc"

			sampler2D _MainTex;
			float4 _MainTex_ST;
	
			struct appdata_t
			{
				float4 vertex : POSITION;
				float2 texcoord : TEXCOORD0;
				fixed4 color : COLOR;
			};
	
			struct v2f
			{
				float4 vertex : SV_POSITION;
				half2 texcoord : TEXCOORD0;
				fixed4 color : COLOR;
			};
	
			v2f vert (appdata_t v)
			{
				v2f o;
				o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
				o.texcoord = v.texcoord;
				o.color = v.color;
				return o;
			}
				
			fixed4 frag (v2f IN) : COLOR
			{
				fixed4 col = tex2D(_MainTex, IN.texcoord) * IN.color;
				return col;
			}
			ENDCG
		}
	}

	SubShader
	{
		LOD 100

		Tags
		{
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
		}
		
		Pass
		{
			Cull Off
			Lighting Off
			ZWrite Off
			Fog { Mode Off }
			Offset -1, -1
			ColorMask RGB
			Blend SrcAlpha OneMinusSrcAlpha
			ColorMaterial AmbientAndDiffuse
			
			SetTexture [_MainTex]
			{
				Combine Texture * Primary
			}
		}
	}
}

Second

Shader "Hidden/Unlit/Transparent Colored 1"
{
	Properties
	{
		_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
	}

	SubShader
	{
		LOD 200

		Tags
		{
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
		}
		
		Pass
		{
			Cull Off
			Lighting Off
			ZWrite Off
			Offset -1, -1
			Fog { Mode Off }
			ColorMask RGB
			Blend SrcAlpha OneMinusSrcAlpha

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			#include "UnityCG.cginc"

			sampler2D _MainTex;
			float4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);
			float2 _ClipArgs0 = float2(1000.0, 1000.0);

			struct appdata_t
			{
				float4 vertex : POSITION;
				half4 color : COLOR;
				float2 texcoord : TEXCOORD0;
			};

			struct v2f
			{
				float4 vertex : POSITION;
				half4 color : COLOR;
				float2 texcoord : TEXCOORD0;
				float2 worldPos : TEXCOORD1;
			};

			v2f vert (appdata_t v)
			{
				v2f o;
				o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
				o.color = v.color;
				o.texcoord = v.texcoord;
				o.worldPos = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;
				return o;
			}

			half4 frag (v2f IN) : COLOR
			{
				// Softness factor
				float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipArgs0;
			
				// Sample the texture
				half4 col = tex2D(_MainTex, IN.texcoord) * IN.color;
				col.a *= clamp( min(factor.x, factor.y), 0.0, 1.0);
				return col;
			}
			ENDCG
		}
	}
	
	SubShader
	{
		LOD 100

		Tags
		{
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
		}
		
		Pass
		{
			Cull Off
			Lighting Off
			ZWrite Off
			Fog { Mode Off }
			ColorMask RGB
			Blend SrcAlpha OneMinusSrcAlpha
			ColorMaterial AmbientAndDiffuse
			
			SetTexture [_MainTex]
			{
				Combine Texture * Primary
			}
		}
	}
}
Third

Shader "Hidden/Unlit/Transparent Colored 2"
{
	Properties
	{
		_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
	}

	SubShader
	{
		LOD 200

		Tags
		{
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
		}
		
		Pass
		{
			Cull Off
			Lighting Off
			ZWrite Off
			Offset -1, -1
			Fog { Mode Off }
			ColorMask RGB
			Blend SrcAlpha OneMinusSrcAlpha

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			#include "UnityCG.cginc"

			sampler2D _MainTex;
			float4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);
			float4 _ClipArgs0 = float4(1000.0, 1000.0, 0.0, 1.0);
			float4 _ClipRange1 = float4(0.0, 0.0, 1.0, 1.0);
			float4 _ClipArgs1 = float4(1000.0, 1000.0, 0.0, 1.0);

			struct appdata_t
			{
				float4 vertex : POSITION;
				half4 color : COLOR;
				float2 texcoord : TEXCOORD0;
			};

			struct v2f
			{
				float4 vertex : POSITION;
				half4 color : COLOR;
				float2 texcoord : TEXCOORD0;
				float4 worldPos : TEXCOORD1;
			};

			float2 Rotate (float2 v, float2 rot)
			{
				float2 ret;
				ret.x = v.x * rot.y - v.y * rot.x;
				ret.y = v.x * rot.x + v.y * rot.y;
				return ret;
			}

			v2f vert (appdata_t v)
			{
				v2f o;
				o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
				o.color = v.color;
				o.texcoord = v.texcoord;
				o.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;
				o.worldPos.zw = Rotate(v.vertex.xy, _ClipArgs1.zw) * _ClipRange1.zw + _ClipRange1.xy;
				return o;
			}

			half4 frag (v2f IN) : COLOR
			{
				// First clip region
				float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos.xy)) * _ClipArgs0.xy;
				float f = min(factor.x, factor.y);

				// Second clip region
				factor = (float2(1.0, 1.0) - abs(IN.worldPos.zw)) * _ClipArgs1.xy;
				f = min(f, min(factor.x, factor.y));

				// Sample the texture
				half4 col = tex2D(_MainTex, IN.texcoord) * IN.color;
				col.a *= clamp(f, 0.0, 1.0);
				return col;
			}
			ENDCG
		}
	}
	
	SubShader
	{
		LOD 100

		Tags
		{
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
		}
		
		Pass
		{
			Cull Off
			Lighting Off
			ZWrite Off
			Fog { Mode Off }
			ColorMask RGB
			Blend SrcAlpha OneMinusSrcAlpha
			ColorMaterial AmbientAndDiffuse
			
			SetTexture [_MainTex]
			{
				Combine Texture * Primary
			}
		}
	}
}

Four

Shader "Hidden/Unlit/Transparent Colored 3"
{
	Properties
	{
		_MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
	}

	SubShader
	{
		LOD 200

		Tags
		{
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
		}
		
		Pass
		{
			Cull Off
			Lighting Off
			ZWrite Off
			Offset -1, -1
			Fog { Mode Off }
			ColorMask RGB
			Blend SrcAlpha OneMinusSrcAlpha

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			#include "UnityCG.cginc"

			sampler2D _MainTex;
			float4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);
			float4 _ClipArgs0 = float4(1000.0, 1000.0, 0.0, 1.0);
			float4 _ClipRange1 = float4(0.0, 0.0, 1.0, 1.0);
			float4 _ClipArgs1 = float4(1000.0, 1000.0, 0.0, 1.0);
			float4 _ClipRange2 = float4(0.0, 0.0, 1.0, 1.0);
			float4 _ClipArgs2 = float4(1000.0, 1000.0, 0.0, 1.0);

			struct appdata_t
			{
				float4 vertex : POSITION;
				half4 color : COLOR;
				float2 texcoord : TEXCOORD0;
			};

			struct v2f
			{
				float4 vertex : POSITION;
				half4 color : COLOR;
				float2 texcoord : TEXCOORD0;
				float4 worldPos : TEXCOORD1;
				float2 worldPos2 : TEXCOORD2;
			};

			float2 Rotate (float2 v, float2 rot)
			{
				float2 ret;
				ret.x = v.x * rot.y - v.y * rot.x;
				ret.y = v.x * rot.x + v.y * rot.y;
				return ret;
			}

			v2f vert (appdata_t v)
			{
				v2f o;
				o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
				o.color = v.color;
				o.texcoord = v.texcoord;
				o.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;
				o.worldPos.zw = Rotate(v.vertex.xy, _ClipArgs1.zw) * _ClipRange1.zw + _ClipRange1.xy;
				o.worldPos2 = Rotate(v.vertex.xy, _ClipArgs2.zw) * _ClipRange2.zw + _ClipRange2.xy;
				return o;
			}

			half4 frag (v2f IN) : COLOR
			{
				// First clip region
				float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos.xy)) * _ClipArgs0.xy;
				float f = min(factor.x, factor.y);

				// Second clip region
				factor = (float2(1.0, 1.0) - abs(IN.worldPos.zw)) * _ClipArgs1.xy;
				f = min(f, min(factor.x, factor.y));

				// Third clip region
				factor = (float2(1.0, 1.0) - abs(IN.worldPos2)) * _ClipArgs2.xy;
				f = min(f, min(factor.x, factor.y));

				// Sample the texture
				half4 col = tex2D(_MainTex, IN.texcoord) * IN.color;
				col.a *= clamp(f, 0.0, 1.0);
				return col;
			}
			ENDCG
		}
	}
	
	SubShader
	{
		LOD 100

		Tags
		{
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
		}
		
		Pass
		{
			Cull Off
			Lighting Off
			ZWrite Off
			Fog { Mode Off }
			ColorMask RGB
			Blend SrcAlpha OneMinusSrcAlpha
			ColorMaterial AmbientAndDiffuse
			
			SetTexture [_MainTex]
			{
				Combine Texture * Primary
			}
		}
	}
}

四个脚本实现 NGUI 下的圆形遮罩 UGUI没有试过可不可以,步骤是创建一个材质球 用上边这第一个Shader  在Mask(RGB)中添加一张中间是圆形白色,四周是黑色的图片

这样就可以实现了。

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