功能:实现一个模型在指定屏幕坐标中的渲染,不在的裁剪掉
效果:
GroudX和GroudY都为0时:
调整数值后:
原理,得到模型在屏幕中的坐标传入片面着色器时,判断下顶点坐标是否在指定区域内,不在的顶点直接裁剪掉
源码:
Shader "Unlit/NewUnlitShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_GroudX("GroudX",Range(0,0.5))=0 //X方向距离左右边框的百分比 在这之内的都会裁剪掉
_GroudY("GroudY",Range(0,0.5))=0 //Y方向距离左右边框的百分比
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float4 screenPos : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _GroudX;
float _GroudY;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
o.screenPos=ComputeScreenPos (o.vertex);//得到屏幕坐标百分比
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
UNITY_APPLY_FOG(i.fogCoord, col);
float2 screenPos =i.screenPos.xy/i.screenPos.w;
if(screenPos.x>_GroudX&&screenPos.x<(1-_GroudX)&&screenPos.y>_GroudY&&screenPos.y<(1-_GroudY))
{
}
else{
discard;
}
return col;
}
ENDCG
}
}
}