模板测试1:
Shader "Unlit/003-Stencil01"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_refVal("Stencil Ref Value", int) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Tags{"LightMode" = "ForwardBase" "Queue"="2"}
ZTest Always
Stencil
{
Ref[_refVal]
Comp GEqual //比较成功条件 大于等于
//Pass Replace //条件成立 写入STENCILENABLE
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
模板测试2:
Shader "Unlit/003-Stencil02_Background"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_refVal("Stencil Ref Value", int) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Tags{"LightMode"="ForwardBase" "Quene"="Geomerty"}
Stencil
{
Ref[_refVal]
Pass Replace
Fail Replace
ZFail Replace
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
Shader "Unlit/003-Stencil02_Cube"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_refVal("Stencil Ref Value", int) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Tags{"LightMode"="ForwardBase" "Quene"="Geomerty + 2"}
Stencil
{
Ref[_refVal]
Comp GEqual //大于等于
Pass Replace
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
Shader "Unlit/003-Stencil02_Sphere"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_refVal("Stencil Ref Value", int) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Tags{"LightMode"="ForwardBase" "Quene"="Geomerty + 1"}
ColorMask 0//不输出任何颜色
Stencil
{
Ref[_refVal]
Comp GEqual //大于等于
Pass Replace
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
模板测试3:
Shader "Unlit/003_StencilBase"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_refVal("Stencil Ref Value", int) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Tags{"LightMode"="ForwardBase" "Quene"="Geomerty"}
Stencil
{
Ref[_refVal]
Comp Always //总是
Pass Replace
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
Shader "Unlit/003_StencilAdd"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_refVal("Stencil Ref Value", int) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Tags{"LightMode"="ForwardBase" "Quene"="Geomerty+1"}
Stencil
{
Ref[_refVal]
Comp Equal //等于
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}