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适用于位置大致静止的UI、精灵
项目里也在Live2d上得到了很好的效果
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ImageEffect/MaskIcon"
{
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
_TransParentVPosLeft("TransParent Left View Port Pos",range(0,1)) = 0
_TransParentVPosRight("TransParent Right View Port Pos",range(0,1)) = 1
_TransParentWidth("TransparentWidth",Float)=0.1
_TransParentVPosUp("TransParent Up View Port Pos",range(0,1)) = 1
_TransParentVPosDown("TransParent Down View Port Pos",range(0,1)) = 0
_TransParentHeight("TransparentHeight",Float) = 0.1
}
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;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
half _TransParentVPosLeft;
half _TransParentVPosRight;
half _TransParentVPosUp;
half _TransParentVPosDown;
half _TransParentWidth;
half _TransParentHeight;
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;
half vposx = IN.vertex.x / _ScreenParams.x;
half vposy = IN.vertex.y / _ScreenParams.y;
//min(左右渐变透明度,上下渐变透明度
//是否渐变=判断点是否在left 和 right 之间
//透明度判断 是在左边 还是右边 然后乘上(_TransParentVPosRight - vposx) / _TransParentWidth) 这个懂吧
//上下同理
color.a *=
min(clamp(step(_TransParentVPosLeft, vposx)*step(vposx, _TransParentVPosRight)
*(step(vposx, _TransParentVPosRight - _TransParentWidth)*(vposx - _TransParentVPosLeft) / _TransParentWidth
+ step(_TransParentVPosLeft + _TransParentWidth, vposx)*(_TransParentVPosRight - vposx) / _TransParentWidth), 0, 1)
, clamp(step(_TransParentVPosDown, vposy)*step(vposy, _TransParentVPosUp)
*(step(vposy, _TransParentVPosUp - _TransParentHeight)*(vposy - _TransParentVPosDown) / _TransParentHeight
+ step(_TransParentVPosDown + _TransParentHeight, vposy)*(_TransParentVPosUp - vposy) / _TransParentHeight), 0, 1))
;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}