UGUI粒子遮罩(UI Mask 遮挡粒子)

在Unity中UGUI的Mask遮罩无法对Partice System(粒子)起到直接的作用,于是这里我们使用Shader来实现UI Mask对粒子的遮罩效果。关于粒子显示在同一层两个不同UI之间叠加的问题:

实现方案

首先使用一张image图片,添加mask遮罩,这张图片默认使用的是UI/Default的shader,这里我们替换成UI/MaskDefault的shader,这里贴出源码:

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "UI/MaskDefault"
{
	Properties
	{
		[PerRendererData] _MainTex ("Sprite Texture", 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"
		}
		
		

		Cull Off
		Lighting Off
		ZWrite Off
		ZTest [unity_GUIZTestMode]
		Blend SrcAlpha OneMinusSrcAlpha
		ColorMask 0

		Stencil
		{
			Ref 1
			Comp Always
			Pass Replace
		}

		Pass
		{
		CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag

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

			#pragma multi_compile __ UNITY_UI_ALPHACLIP
			
			struct appdata_t
			{
				float4 vertex   : POSITION;
				float4 color    : COLOR;
				float2 texcoord : TEXCOORD0;
			};

			struct v2f
			{
				float4 vertex   : SV_POSITION;
				fixed4 color    : COLOR;
				half2 texcoord  : TEXCOORD0;
				float4 worldPosition : TEXCOORD1;
			};
			
			fixed4 _Color;
			fixed4 _TextureSampleAdd;
			float4 _ClipRect;

			v2f vert(appdata_t IN)
			{
				v2f OUT;
				OUT.worldPosition = IN.vertex;
				OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

				OUT.texcoord = IN.texcoord;
				
				#ifdef UNITY_HALF_TEXEL_OFFSET
				OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
				#endif
				
				OUT.color = IN.color * _Color;
				return OUT;
			}

			sampler2D _MainTex;

			fixed4 frag(v2f IN) : SV_Target
			{
				half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
				
				color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
				
				#ifdef UNITY_UI_ALPHACLIP
				clip (color.a - 0.001);
				#endif

				return color;
			}
		ENDCG
		}
	}
}

而对于粒子这方面我们将离子的shader替换成Particles/MaskAdditive,这里给出shader源码:

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Particles/MaskAdditive" {
Properties {
	_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
	_MainTex ("Particle Texture", 2D) = "white" {}
	_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
}

Category {
	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
	Blend SrcAlpha One
	ColorMask RGB
	Cull Off Lighting Off ZWrite Off
	
	SubShader {
		
		Stencil {
			Ref 1
			Comp equal
		}

		Pass {
		
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_particles
			#pragma multi_compile_fog

			#include "UnityCG.cginc"

			sampler2D _MainTex;
			fixed4 _TintColor;
			
			struct appdata_t {
				float4 vertex : POSITION;
				fixed4 color : COLOR;
				float2 texcoord : TEXCOORD0;
			};

			struct v2f {
				float4 vertex : SV_POSITION;
				fixed4 color : COLOR;
				float2 texcoord : TEXCOORD0;
				UNITY_FOG_COORDS(1)
				#ifdef SOFTPARTICLES_ON
				float4 projPos : TEXCOORD2;
				#endif
			};
			
			float4 _MainTex_ST;

			v2f vert (appdata_t v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				#ifdef SOFTPARTICLES_ON
				o.projPos = ComputeScreenPos (o.vertex);
				COMPUTE_EYEDEPTH(o.projPos.z);
				#endif
				o.color = v.color;
				o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
				UNITY_TRANSFER_FOG(o,o.vertex);
				return o;
			}

			sampler2D_float _CameraDepthTexture;
			float _InvFade;
			
			fixed4 frag (v2f i) : SV_Target
			{
				#ifdef SOFTPARTICLES_ON
				float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
				float partZ = i.projPos.z;
				float fade = saturate (_InvFade * (sceneZ-partZ));
				i.color.a *= fade;
				#endif
				
				fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
				UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
				return col;
			}
			ENDCG 
		}
	}	
}
}


我们将粒子放在mask下则可以实现遮罩的效果

案例

我们创建一个ScrollView,ViewPort上的Image的shader替换成上面的MaskDefault,这里不知道怎么替换的直接找到MaskDefault这个shader,右键直接创建个材质球然后赋值给Image就可以了
在这里插入图片描述
而对于我们所使用的粒子替换成MaskAdditive即可
在这里插入图片描述

参考文章

https://www.jianshu.com/p/7867b69f2dea

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