Unity裁剪模糊方案(文字超框模糊)【Shader练习1】

遮罩自定义模糊(UITextureMask)

这个在写的过程中遇到了一个问题,效果实在UI层,然后我使用了Mask组件。写完之后发现,怎么测都不对,检查代码逻辑也没问题。一直到第二天,无意间发现了解决方案,只需要将Mask替换成RectMask2D就能让我的代码跑起来。顿时间眼里充满了激动的泪水………………

父节点要使用RectMask2D,该Pass才能正常获取Mask的Rect信息。

思路:

IN.worldPosition为顶点着色器中拿到的模型空间的坐标,应该对应的是该节点的LocalPosition,我是打印的Text提交的顶点信息,才有这个结论。

_ClipRect是从RectMask2D传递进来的裁剪框的窗口范围(float4)。

_AphaTex是存储Apha渐变信息的遮罩贴图,一般是单通道图。

如下图,结合IN.worldPosition与_ClipRect的关系,将映射到([0,1],[0,1])范围内,然后再对设定的_AphaTex采样,获取对应的R值,最后将R值信息相乘赋值给color.a

效果预览:

遮罩的R通道图

 这是图片的应用

 文字的应用

贴图信息:

256*256的单通道贴图即可,大点也可以,反正Unity都会做归一化处理。RGBA ETC2,因为没找美术要单通道图,所以就找了一个辨识度高的图片,我这里只使用了是R通道。

代码:

Shader "Unlit/UITextureMask"
{
    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

        _AphaTex ("Texture", 2D) = "white" {}

        [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
        {
            Name "Default"
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 2.0

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

            #pragma multi_compile __ UNITY_UI_CLIP_RECT
            #pragma multi_compile __ UNITY_UI_ALPHACLIP

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

            struct v2f
            {
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                float2 texcoord  : TEXCOORD0;
                float4 worldPosition : TEXCOORD1;
                UNITY_VERTEX_OUTPUT_STEREO
            };

            sampler2D _MainTex;
            sampler2D _AphaTex;
            fixed4 _Color;
            fixed4 _TextureSampleAdd;
            float4 _ClipRect;
            float4 _MainTex_ST;

            v2f vert(appdata_t v)
            {
                v2f OUT;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                OUT.worldPosition = v.vertex;
                OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

                OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);

                OUT.color = v.color * _Color;
      
                return OUT;
            }

            fixed4 frag(v2f IN) : SV_Target
            {
                half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;                                                

                #ifdef UNITY_UI_CLIP_RECT

				float c = UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
				color.a *= c;				
				if (c > 0)
				{
					//裁剪窗口内,使用R通道来叠加apha
					float2 diffPos = IN.worldPosition.xy - _ClipRect.xy;
					float2 texcoord = diffPos / (_ClipRect.zw - _ClipRect.xy);
					half4 aphaColor = tex2D(_AphaTex, texcoord);
					color.a *= aphaColor.r;
				}                
            				
                #endif

                #ifdef UNITY_UI_ALPHACLIP
                clip (color.a - 0.001);
                #endif
                return color;
            }
        ENDCG
        }
    }
}

自适应边框模糊(UISoftMask)

选定边界范围,并设置透明度渐变来实现。

实现主要是参考雨松的这篇文章,但雨松的这边文章主要是针对MeshRender,3D模型而来,经过测试发现,在UGUI中,实现这种方案,,只需要应用材质,使用RectMask2D组件即可,不需要再。
 

思路:

1. (position.xy - clipRect.xy) / float2(_ClipSoftX, _ClipSoftY) * step(clipRect.xy, position.xy);

2. (clipRect.zw - position.xy) / float2(_ClipSoftX, _ClipSoftY) * step(position.xy, clipRect.zw);

3. 2 * outA*(1 - outA)*0.5f + outA * outA;

通过公式1和2来在边缘的有效距离内(_ClipSoftX, _ClipSoftY)设置[0-1]的渐变值,这是线性曲线变化。

然后通过公式3,来对上述线性值进行二阶曲线的扰动,最后相乘赋值给color.a

代码:

Shader "Unlit/SoftMask"
{
    Properties
    {
        [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
		_AphaTex("Texture", 2D) = "white" {}
        _Color("Tint", Color) = (1,1,1,1)

        _ColorMask("Color Mask", Float) = 15
            _ClipSoftX ("Clip Soft X", Float) = 15
            _ClipSoftY ("Clip Soft Y", 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[_ColorMask]

            Pass
            {
                Name "Default"
            CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma target 2.0

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

                #pragma multi_compile_local _ UNITY_UI_CLIP_RECT
                #pragma multi_compile_local _ UNITY_UI_ALPHACLIP

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

                struct v2f
                {
                    float4 vertex   : SV_POSITION;
                    fixed4 color : COLOR;
                    float2 texcoord  : TEXCOORD0;
                    float4 worldPosition : TEXCOORD1;
                    UNITY_VERTEX_OUTPUT_STEREO
                };

                sampler2D _MainTex;
                sampler2D _AphaTex;
                fixed4 _Color;
                fixed4 _TextureSampleAdd;
                float4 _ClipRect;
                float4 _MainTex_ST;

                v2f vert(appdata_t v)
                {
                    v2f OUT;
                    UNITY_SETUP_INSTANCE_ID(v);
                    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                    OUT.worldPosition = v.vertex;
                    OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

                    OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);

                    OUT.color = v.color * _Color;
                    return OUT;
                }

                float _ClipSoftX;
                float _ClipSoftY;
                inline float SoftUnityGet2DClipping(in float2 position, in float4 clipRect)
                {
                    float2 xy = (position.xy - clipRect.xy) / float2(_ClipSoftX, _ClipSoftY) * step(clipRect.xy, position.xy);
                    float2 zw = (clipRect.zw - position.xy) / float2(_ClipSoftX, _ClipSoftY) * step(position.xy, clipRect.zw);
                    float2 factor = clamp(0, zw, xy);
                    return saturate(min(factor.x, factor.y));
                }

                fixed4 frag(v2f IN) : SV_Target
                {
                    half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;

					//color.a *= SoftUnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
					float outA = SoftUnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
					color.a *= 2 * outA*(1 - outA)*0.5f + outA * outA;

                    #ifdef UNITY_UI_ALPHACLIP
                    clip(color.a - 0.001);
                    #endif

                    return color;
                }
            ENDCG
            }
        }
}

使用方法

1.目标节点父系节点中要使用RectMask2D组件

2.拖拽材质(UISoftMask/UITextureMask),到目标组件中(Text/Image)

资源地址

Unity2018.4.1f1 Package
提取码:d4u3 

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