2d shader unity 阴影_Unity UGUI 图片矩形圆角+阴影 shader实现

1.新建一个材质球,拖拽给图片组件

9fa3561448badfd145c774a670c99477.png

2.在材质球上建一个surface shader,代码如下:

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

Shader "Custom/UI/RoundedDefault"

{

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

_RoundedRadius("Rounded Radius", Range(0, 256)) = 64

}

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

{

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

#include "UnityCG.cginc"

#include "UnityUI.cginc"

#pragma multi_compile __ UNITY_UI_ALPHACLIP

struct appdata_t

{

float4 vertex :

POSITION;

float4 color :

COLOR;

float2 texcoord :

TEXCOORD0;

};

struct v2f

{

float4 vertex :

SV_POSITION;

fixed4 color :

COLOR;

half2 texcoord :

TEXCOORD0;

float4 worldPosition :

TEXCOORD1;

};

fixed4 _Color;

fixed4 _TextureSampleAdd;

float4 _ClipRect;

float _RoundedRadius;

float4 _MainTex_TexelSize;

v2f vert(appdata_t IN)

{

v2f OUT;

OUT.worldPosition = IN.vertex;

OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

OUT.texcoord = IN.texcoord;

#ifdef UNITY_HALF_TEXEL_OFFSET

OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);

#endif

OUT.color = IN.color * _Color;

return OUT;

}

sampler2D _MainTex;

fixed4 frag(v2f IN) : SV_Target

{

half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;

color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);

#ifdef UNITY_UI_ALPHACLIP

clip(color.a - 0.001);

#endif

float width = _MainTex_TexelSize.z;

float height = _MainTex_TexelSize.w;

float x = IN.texcoord.x * width;

float y = IN.texcoord.y * height;

float r = _RoundedRadius;

//左下角

if (x < r && y < r)

{

if ((x - r) * (x - r) + (y - r) * (y - r) > r * r)

color.a = 0;

}

//左上角

if (x < r && y > (height - r))

{

if ((x - r) * (x - r) + (y - (height - r)) * (y - (height - r)) > r * r)

color.a = 0;

}

//右下角

if (x > (width - r) && y < r)

{

if ((x - (width - r)) * (x - (width - r)) + (y - r) * (y - r) > r * r)

color.a = 0;

}

//右上角

if (x > (width - r) && y > (height - r))

{

if ((x - (width - r)) * (x - (width - r)) + (y - (height - r)) * (y - (height - r)) > r * r)

color.a = 0;

}

return color;

}

ENDCG

}

}

}

3.调整shader的Render Queue渲染顺序 值到3000—5000都行

9163ef924d1557fe53a95baf5fab8050.png

4.新加一个shadow组件

007cda492c44349a6bc8ffe334e3a693.png

5.效果如下图:

faac19aa4bb956278c9f659560ed8fc3.png

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