Unity Spine 整体透明
spine的不规则透明我是用了截图方式处理,没有啥可记录的,但是整体透明不需要那么复杂处理,有点浪费,想着百度一个出来,结果知乎大佬们一个劲说spine的透明是不可能的,
我只是想要个透明的效果,手机上又看不到细节,谁会拿着放大镜在那吹毛求疵,算了自己写个简略版的,代码复制粘贴到游戏可直接见效果。上代码:
// Unity built-in shader source. Copyright © 2016 Unity Technologies. MIT license (see license.txt)
Shader "UI-Effect/SpinePetAlpha"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Alpha ("Alpha", Range(0, 1)) = 1
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _RenderQueue("__queue", Float) = 0.0
[HideInInspector] _Cull("__cull", Float) = 0.0
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"RenderType" = "Sprite"
"AlphaDepth" = "False"
"CanUseSpriteAtlas" = "True"
"IgnoreProjector" = "True"
}
Lighting Off
ZWrite[_ZWrite]
ZTest LEqual
Cull Off
Lighting Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
Name "Pass Rect"
Stencil
{
Ref 0
Comp Always
Pass IncrSat
ReadMask 255
WriteMask 255
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#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
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
sampler2D _MainTex;
uniform fixed4 _MainTex_ST;
v2f vert(appdata_t IN)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex);//IN.texcoord;
OUT.color = IN.color ;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord)) * IN.color;
clip(color.a - 0.05);
return fixed4(0, 0, 0, 0);
}
ENDCG
}
Pass
{
Stencil
{
Ref 1
Comp Equal
Fail DecrSat
ReadMask 255
WriteMask 255
}
Name "Spine-Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#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
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
sampler2D _MainTex;
uniform fixed4 _MainTex_ST;
fixed _Alpha;
v2f vert(appdata_t IN)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex);//IN.texcoord;
OUT.color = IN.color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
// 去顶点色计算
half4 color = (tex2D(_MainTex, IN.texcoord)) * IN.color;
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
clip(color.a - 0.05);
return fixed4(color.rgb, _Alpha);
}
ENDCG
}
}
}
模板测试的值设置参考Unity官方,搜stencil就能看到。
没加之前的设置透明后如下:
添加材质之后