Rect Mask2D遮住特效

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

//参考https://www.jianshu.com/p/d9b3d9cba759
Shader "Particles/Additive" {
Properties {
    _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
    _MainTex ("Particle Texture", 2D) = "white" {}
    _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
    _ClipRect ("ClipRect", Vector) = (0,0,0,0)
    _UNITY_UI_CLIP_RECT("UNITY_UI_CLIP_RECT", float) = 0

}

Category {
    Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
    Blend SrcAlpha One
    ColorMask RGB
    Cull Off Lighting Off ZWrite Off

    SubShader {
        Pass {

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 2.0
            #pragma multi_compile_particles
            #pragma multi_compile_fog

            #include "UnityCG.cginc"
            #include "UnityUI.cginc" // 2D Mask 剪裁。

            sampler2D _MainTex;
            fixed4 _TintColor;

            struct appdata_t {
                float4 vertex : POSITION;
                fixed4 color : COLOR;
                float2 texcoord : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f {
                float4 vertex : SV_POSITION;
                fixed4 color : COLOR;
                float2 texcoord : TEXCOORD0;

                float4 worldPosition : TEXCOORD3; // 2D Mask 剪裁。
                UNITY_FOG_COORDS(1)
                #ifdef SOFTPARTICLES_ON
                float4 projPos : TEXCOORD2;
                #endif
                UNITY_VERTEX_OUTPUT_STEREO
            };

            float4 _MainTex_ST;
            float4 _ClipRect; // 2D Mask 剪裁。
            float _UNITY_UI_CLIP_RECT;

            v2f vert (appdata_t v)
            {
                v2f o;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

                o.worldPosition = v.vertex;  // 2D Mask 剪裁。

                o.vertex = UnityObjectToClipPos(v.vertex);
                #ifdef SOFTPARTICLES_ON
                o.projPos = ComputeScreenPos (o.vertex);
                COMPUTE_EYEDEPTH(o.projPos.z);
                #endif
                o.color = v.color;
                o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
                UNITY_TRANSFER_FOG(o,o.vertex);
                return o;
            }

            UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
            float _InvFade;

            fixed4 frag (v2f i) : SV_Target
            {
                #ifdef SOFTPARTICLES_ON
                float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
                float partZ = i.projPos.z;
                float fade = saturate (_InvFade * (sceneZ-partZ));
                i.color.a *= fade;
                #endif



                fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
                col.a = saturate(col.a); // alpha should not have double-brightness applied to it, but we can't fix that legacy behaior without breaking everyone's effects, so instead clamp the output to get sensible HDR behavior (case 967476)
                
				//等效于 if(_UNITY_UI_CLIP_RECT == 1) col.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
                col.a *= pow(UnityGet2DClipping(i.worldPosition.xy, _ClipRect) + 1, _UNITY_UI_CLIP_RECT) - _UNITY_UI_CLIP_RECT; // 2D Mask 剪裁。

                UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
                // col.r = 1;
                return col;
            }
            ENDCG
        }
    }
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

namespace PLAGame.Client.UI
{
    [XLua.LuaCallCSharp]
    public class ParticleClip : MonoBehaviour
    {

        private Renderer _renderer;

        void Start()
        {
            _renderer = GetComponent<Renderer>();
            var mask = GetComponentInParent<UnityEngine.UI.RectMask2D>();
            if (_renderer && mask)
            {
                Vector3[] vector3s = new Vector3[4];
                mask.rectTransform.GetWorldCorners(vector3s);
                Vector4 _ClipRect = new Vector4(vector3s[0].x, vector3s[0].y, vector3s[2].x, vector3s[2].y);
                //Debug.Log(vector.ToString());
                _renderer.material.SetVector("_ClipRect", _ClipRect);
                _renderer.material.SetFloat("_UNITY_UI_CLIP_RECT", 1);
            }
        }
    }
}

 

评论
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