Unity修改Shader使UI支持Mask功能

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当UI界面上有很多UI元素,在固定区域内显示不完全时,我们通常会添加UGUI自带的Scroll View,或者添加ScrollRect和Mask组件,使内容可滑动,辅助实现该功能。

但当UI元素里面有粒子特效的时候,我们就会发现特效滑动到Mask以外的区域时,界面上的粒子特效会穿透UI面板。

这时候你可以修改Mask组件,添加MaskPlus代码,将UI上的Mask替换成MaskPlus!

using UnityEngine;
using UnityEngine.UI;

public class MaskPlus : Mask
{
    Camera cam;
    protected override void Start()
    {
        base.Start();
        ResetShaderMaskClip();
    }

    protected override void OnEnable()
    {
        base.OnEnable();
        ResetShaderMaskClip();
    }

    public void ResetShaderMaskClip()
    {
        Vector3[] points = new Vector3[4];
        (transform as RectTransform).GetWorldCorners(points);

        if (cam == null)
            cam = GameObject.Find("XXXXXXX").GetComponent<Camera>();

        float x;
        float y;
        float x1;
        float y1;

        Vector3 scPos = cam.WorldToScreenPoint(points[0]);
        x = scPos.x;
        y = scPos.y;
        x1 = scPos.x;
        y1 = scPos.y;

        for (int i = 0; i < points.Length; i++)
        {
            scPos = cam.WorldToScreenPoint(points[i]);
            //取最小xy
            x = scPos.x < x ? scPos.x : x;
            y = scPos.y < y ? scPos.y : y;

            //取最大
            x1 = scPos.x > x1 ? scPos.x : x1;
            y1 = scPos.y > y1 ? scPos.y : y1;
        }

        Vector4 normalize = new Vector4(x / Screen.width, y / (float)Screen.height, x1 / (float)Screen.width, y1 / (float)Screen.height);

        Shader.SetGlobalVector("_MaskClip", normalize);
    }
}

接下来新加一个shader,替换掉粒子特效的shader。

//@@@DynamicShaderInfoStart
//自发光贴图材质 支持UGUI Mask
//@@@DynamicShaderInfoEnd

//@@@DynamicShaderTitleRepaceStart
Shader "Custom/NoLight/Unlit - Color - UIMaskClip##" {
//@@@DynamicShaderTitleRepaceEnd

	Properties{
	 _MainTex("Texture", 2D) = "white" { }
	_TintColor("Color", Color) = (0.5,0.5,0.5,0.5)
	_Lighting("Lighting",  float) = 1
	_CutOut("CutOut", float) = 0.1

		//此段可以将 ZWrite 选项暴露在Unity的Inspector中
		[Enum(Off, 0, On, 1)] _zWrite("Zwrite", Float) = 0
		//此段可以将 Ztest  选项暴露在Unity的Inspector中
		[Enum(UnityEngine.Rendering.CompareFunction)] _zTest("ZTest", Float) = 4
		//此段可以将 Cull  选项暴露在Unity的Inspector中
		[Enum(UnityEngine.Rendering.CullMode)] _cull("Cull Mode", Float) = 2
		//此段可以将 Blend 选项暴露在Unity的Inspector中
		[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Src Blend Mode", Float) = 5
		[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Dst Blend Mode", Float) = 10
		[Enum(UnityEngine.Rendering.BlendMode)] _SrcAlphaBlend("Src Alpha Blend Mode", Float) = 1
		[Enum(UnityEngine.Rendering.BlendMode)] _DstAlphaBlend("Dst Alpha Blend Mode", Float) = 10
	}
	
	

		SubShader{
		//@@@DynamicShaderTagsRepaceStart
	Tags {"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
	//@@@DynamicShaderTagsRepaceEnd

   Pass
   {
		//面板化
		Blend[_SrcBlend][_DstBlend],[_SrcAlphaBlend][_DstAlphaBlend]
		Zwrite[_zWrite]
		ZTest[_zTest]
		Cull[_cull]
		//@@@DynamicShaderBlendRepaceStart
	   //@@@DynamicShaderBlendRepaceEnd

			  CGPROGRAM

			  #pragma vertex vert
			  #pragma fragment frag
			  #include "UnityCG.cginc"
			 // #pragma multi_compile CLIP_OFF CLIP_ON

			  sampler2D _MainTex;
			  float4 _MainTex_ST;
			  float _Lighting;
			  float4 _MaskClip;


			  struct v2f {
				  float4  pos : SV_POSITION;

				  float2  uv : TEXCOORD0;
				  float4 color : COLOR;
				  float4  projPos : TEXCOORD2;
			  }

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

  ;
			  //顶点函数没什么特别的,和常规一样 
			  v2f vert(appdata v)
			  {
				  v2f o;
				  o.pos = UnityObjectToClipPos(v.vertex);
				  o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
				  o.color = v.color;
				  o.projPos = ComputeScreenPos(o.pos);

 
				  return o;
			  }



			   fixed4 _TintColor;
			  float4 frag(v2f i) : COLOR
			  {

			float4 col = tex2D(_MainTex,i.uv);
			col = col* _TintColor*i.color;
			col.rgb *= _Lighting;

			//先clip,再fog 不然会出错	
		
			int o;
			 o = sign(i.projPos.x - _MaskClip.x) + sign(i.projPos.y - _MaskClip.y) + sign(_MaskClip.z - i.projPos.x) + sign(_MaskClip.w - i.projPos.y);
			 clip(o / 4 - 0.5);
	
 
		return col;
		}


		ENDCG
	}


	}
}


如果你使用的是UI特效,你会发现Unity一直报 doesn't have _Stencil property的警告,可以参考unity 让自定义 ui shader 支持 UGUI 的 Mask 功能  修改你的shader。

shader示例:

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

//@@@DynamicShaderInfoStart
//简单的UV双色控制
//@@@DynamicShaderInfoEnd

//@@@DynamicShaderTitleRepaceStart
Shader "Custom/UI/Image-UVColor##"{
//@@@DynamicShaderTitleRepaceEnd
 Properties
 {
     [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
     [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
	
	_ColorStart ("Start Color", Color) = (1,1,1,1)
   _ColorEnd ("End Color", Color) = (1,1,1,1)
   _lerp ("Lerp", Range(0,1)) = 0
	
	 [HideInInspector]_StencilComp ("Stencil Comparison", Float) = 8
	[HideInInspector]_Stencil ("Stencil ID", Float) = 0
	[HideInInspector]_StencilOp ("Stencil Operation", Float) = 0
	[HideInInspector]_StencilWriteMask ("Stencil Write Mask", Float) = 255
	[HideInInspector]_StencilReadMask ("Stencil Read Mask", Float) = 255
	[HideInInspector]_ColorMask ("Color Mask", Float) = 15


		 //此段可以将 ZWrite 选项暴露在Unity的Inspector中
		 [Enum(Off, 0, On, 1)] _zWrite("ZWrite", Float) = 1
		 //此段可以将 Ztest  选项暴露在Unity的Inspector中
		 [Enum(UnityEngine.Rendering.CompareFunction)] _zTest("ZTest", Float) = 4
		 //此段可以将 Cull  选项暴露在Unity的Inspector中
		 [Enum(UnityEngine.Rendering.CullMode)] _cull("Cull Mode", Float) = 2
		 //此段可以将 Blend 选项暴露在Unity的Inspector中
		 [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Src Blend Mode", Float) = 5
		 [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Dst Blend Mode", Float) = 10
		 [Enum(UnityEngine.Rendering.BlendMode)] _SrcAlphaBlend("Src Alpha Blend Mode", Float) = 1
		 [Enum(UnityEngine.Rendering.BlendMode)] _DstAlphaBlend("Dst Alpha Blend Mode", Float) = 10

 }
Category {

     Tags
     { 
         "Queue"="Transparent" 
         "IgnoreProjector"="True" 
         "RenderType"="Transparent" 
         "PreviewType"="Plane"
         "CanUseSpriteAtlas"="True"
     }

	 Stencil
	{
		Ref [_Stencil]
		Comp [_StencilComp]
		Pass [_StencilOp] 
		ReadMask [_StencilReadMask]
		WriteMask [_StencilWriteMask]
	}
  	 
	Lighting Off
	Fog { Mode Off }
	//@@@DynamicShaderBlendRepaceStart
	//面板化
	Blend[_SrcBlend][_DstBlend],[_SrcAlphaBlend][_DstAlphaBlend]
	ZWrite[_zWrite]
	ZTest[_zTest]
	Cull[_cull]

	//@@@DynamicShaderBlendRepaceEnd
			
 SubShader
 {

  Pass
     {
     Name "SPRITE_BASE"
     CGPROGRAM
         #pragma vertex vert
         #pragma fragment frag
         #pragma multi_compile DUMMY PIXELSNAP_ON
         #include "UnityCG.cginc"
		
         struct appdata_t
         {
             float4 vertex   : POSITION;
             float4 color    : COLOR;
             float2 texcoord : TEXCOORD0;
         };

         struct v2f
         {
             float4 vertex   : SV_POSITION;
             fixed4 color    : COLOR;
             half2 texcoord  : TEXCOORD0;
         };



         v2f vert(appdata_t IN)
         {
             v2f OUT;
             OUT.vertex = UnityObjectToClipPos(IN.vertex);
             OUT.texcoord = IN.texcoord;
             OUT.color = IN.color ;
             #ifdef PIXELSNAP_ON
             OUT.vertex = UnityPixelSnap (OUT.vertex);
             #endif

             return OUT;
         }

		sampler2D _MainTex;
		fixed4 _ColorStart;
		fixed4 _ColorEnd;
		float   _lerp;
		
         fixed4 frag(v2f IN) : COLOR
         {
			 
			 float lp= saturate((1-IN.texcoord.y)*_lerp*10);
			 fixed4 lerpCol=lerp(_ColorStart,_ColorEnd,lp);
			 fixed4	 col= tex2D(_MainTex, IN.texcoord) * IN.color * lerpCol;	
			 
		 return  col;
         }
     ENDCG
     }
 
 }
 }
}

 

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