Unity:UI剔除相近颜色

实现思路:
通过shader设置目标颜色和阈值,计算当前点的颜色和目标颜色的距离,判断当前点颜色和目标颜色的差异程度来决定是否剔除当前颜色。

Shader "Custom/UI/ClipNearColor"
{
	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

		[Space]
		_ColorThreshold("ColorThreshold",range(0, 2)) = 0
		_ClipColor ("ClipColor", Color) = (1,1,1,1)
		/*ase_props*/
	}

	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]

		/*ase_pass*/
		Pass
		{
			Name "Default"
		CGPROGRAM
			#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
			#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
			#endif
			#pragma vertex vert
			#pragma fragment frag
			#pragma target 3.0

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

			#pragma multi_compile __ UNITY_UI_CLIP_RECT
			#pragma multi_compile __ UNITY_UI_ALPHACLIP

			/*ase_pragma*/

			struct appdata_t
			{
				float4 vertex   : POSITION;
				float4 color    : COLOR;
				float2 texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				/*ase_vdata:p=p;uv0=tc0.xy;c=c*/
			};

			struct v2f
			{
				float4 vertex   : SV_POSITION;
				fixed4 color    : COLOR;
				half2 texcoord  : TEXCOORD0;
				float4 worldPosition : TEXCOORD1;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				/*ase_interp(2,):sp=sp.xyzw;uv0=tc0.xy;c=c;uv1=tc1.xyzw*/
			};

			uniform fixed4 _Color;
			uniform fixed4 _TextureSampleAdd;
			uniform float4 _ClipRect;
			uniform sampler2D _MainTex;
			uniform float _ColorThreshold;
			uniform fixed4 _ClipColor;
			/*ase_globals*/

			v2f vert( appdata_t IN /*ase_vert_input*/ )
			{
				v2f OUT;
				UNITY_SETUP_INSTANCE_ID( IN );
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
				UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
				OUT.worldPosition = IN.vertex;
				/*ase_vert_code:IN=appdata_t;OUT=v2f*/

				OUT.worldPosition.xyz += /*ase_vert_out:Offset;Float3*/ float3( 0, 0, 0 ) /*end*/;
				OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

				OUT.texcoord = IN.texcoord;

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

			fixed4 frag(v2f IN /*ase_frag_input*/ ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID( IN );
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );

				/*ase_frag_code:IN=v2f*/
				half4 color = /*ase_frag_out:Color;Float4*/(tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) ;

				#ifdef UNITY_UI_CLIP_RECT
                color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
                #endif
				float3 res = float3(1-color.r,1-color.g,1-color.b);
				#ifdef UNITY_UI_ALPHACLIP
				clip (color.a - 0.001);
				#endif
				clip(distance(color.rgb,_ClipColor.rgb) - _ColorThreshold);
				return color*IN.color;
			}
		ENDCG
		}
	}

} 
  • 4
    点赞
  • 5
    收藏
    觉得还不错? 一键收藏
  • 1
    评论
评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值