Stencil模板测试

OpenGL逐片元操作:像素所有权测试,裁剪测试,透明度测试,模板测试,深度测试,深度写入,混合

使用模板缓冲区, 每帧开始时所有像素对应的缓冲区的value 为 0。

使用模板测试做效果,一般三部分组成,

   mask(用平面在Stencil缓冲写入), 外框(可有可无,默认的Stencil设置),模板测试模型(只有与之前写入的Stencil value 相同 才能显示)。

Stencil  {  
	Ref  		[ _StencilRefValue ] / 0 / 1 …
	ReadMask	
	WriteMask 	
	Comp		Always 总是通过
				/ Never 都不通过抛弃片元/ Greater/ GEqual / Less/ LEqual / Equal / NotEqual 
	Pass  		Keep 
				/ Zero/ Replace 使用ref值填充/ Invert 按位取反
				/ Incrsat 自加上限255/ Decrsat 自减下限0 
				/ IncrWrap 自加255+1->0 / DecrWarp 自减 0-1->255
	Fail  	
	Zfail		
    }
Shader "may/stencil write"
{
    Properties
    {
        _StencilRefValue ("Stencil Ref Value", Int) = 1
    }
    SubShader
    {
        Tags { "Queue" = "Geometry + 1" "RenderType"="Opaque" }
        LOD 100

        Pass
        {
            Tags {"LightMode" = "ForwardBase"}
            ColorMask 0
            ZWrite Off
            stencil 
            {
                Ref [_StencilRefValue]
                Comp Always 
                Pass Replace 
            }

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

            float4 vert (float4 vertex :POSITION):SV_POSITION
            {
                 return UnityObjectToClipPos(vertex);
            }

            fixed4 frag (v2f i) : SV_Target
            {
                return fixed4(1, 1, 1, 1);
            }
            ENDCG
        }
    }
}
Shader "may/Stencil Model"
{
    Properties
    {
        [Header(Stencil)]
        _StencilRefValue ("Stencil Ref Value", Int) = 1
        [Enum(UnityEngine.Rendering.CompareFunction)]_StencilCompFunc ("Stencil Compare Function", Float) = 8
        [Header(Diffuse)]
        _BaseColor ("Base Color", 2D) = "white" {}
        _ColorTint("Color Tint", Color) = (1,1,1,1)
    }
    SubShader
    {
        Tags {"Queue" = "Geometry + 2" "RenderType"="Opaque" }
        LOD 100

        pass
        {   
            Name "UseStencil"
            Tags { "LightMode" = "ForwardBase" }
            Stencil 
            {
                Ref [_StencilRefValue]
                Comp [_StencilCompFunc]
            }

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_fwdbase
            #include "UnityCG.cginc"
            #include "Lighting.cginc"
            #include "AutoLight.cginc"

            sampler2D _BaseColor;
            float4 _BaseColor_ST;
            fixed4 _ColorTint;

            struct a2v
            {
                float4 vertex       :POSITION;
                float2 uv           :TEXCOORD0;
                fixed3 normalMS     :NORMAL;
            };

            struct v2f
            {
                float4 pos      :SV_POSITION;
                float2 uv       :TEXCOORD0;
                float4 posWS    :TEXCOORD3;
                SHADOW_COORDS(1)
                half3 normalWS  :TEXCOORD2;
                
            };
            
            v2f vert (a2v v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.posWS = mul(unity_ObjectToWorld, v.vertex);
                o.normalWS = UnityObjectToWorldNormal(v.normalMS);
                o.uv = TRANSFORM_TEX(v.uv, _BaseColor);
                UNITY_TRANSFER_FOG(o,o.vertex);
                TRANSFER_SHADOW(o);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                fixed3 normalWS= normalize(i.normalWS);
                fixed3 lightDirWS = normalize( UnityWorldSpaceLightDir(i.posWS) );
                fixed3 viewDirWS = normalize( UnityWorldSpaceViewDir(i.posWS) );
                // diffuse 
                fixed4 albedo = _ColorTint * tex2D(_BaseColor, i.uv);
                fixed Lambert = max(0, dot(lightDirWS, normalWS));
                fixed3 diffuseColor = albedo * _LightColor0.rgb * Lambert;

                UNITY_LIGHT_ATTENUATION(atten, i, i.posWS)
                return fixed4(diffuseColor * atten, 1);
            }
            ENDCG
        }
    }
}

Stencil Model Material

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