unity 多颜色自定义融合

N的二次方个图像按照自己的需求随心所欲地融合
Shader "Game/GameColorPanel"
{
    Properties
    {
//融合数量_MaxBallNum^2
        _MaxBallNum("Texture Separate",Int) = 4
        _Tiling("1/Separate" , Float) = 0.25
//融合颜色来源
        _MainTex ("Sprite Texture", 2D) = "white" {}
        _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
    }

    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
            #pragma target 3.0

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

            #pragma multi_compile_local _ UNITY_UI_CLIP_RECT
            #pragma multi_compile_local _ UNITY_UI_ALPHACLIP

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

            struct v2f
            {
                float4 vertex : SV_POSITION;
                fixed4 color : COLOR;
                float2 texcoord : TEXCOORD0;
                float4 worldPosition : TEXCOORD1;
                half4 mask : TEXCOORD2;
                UNITY_VERTEX_OUTPUT_STEREO
            };

            sampler2D _MainTex;
            fixed4 _TextureSampleAdd;
            float4 _ClipRect;
            //float4 _MainTex_ST;
            float _UIMaskSoftnessX;
            float _UIMaskSoftnessY;
            int _MaxBallNum;
            float _Tiling;

            v2f vert(appdata_t v)
            {
                v2f OUT;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                float4 vPosition = UnityObjectToClipPos(v.vertex);
                OUT.worldPosition = v.vertex;
                OUT.vertex = vPosition;

                float2 pixelSize = vPosition.w;
                pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));

                float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
                //float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
                OUT.texcoord = v.texcoord.xy; //TRANSFORM_TEX(v.texcoord.xy, _MainTex);
                OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw,
                                 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));

                OUT.color = v.color;
                return OUT;
            }

            fixed4 frag(v2f IN) : SV_Target
            {
                half4 allColor = half4(0, 0, 0, 0);
                IN.texcoord = float2(IN.texcoord.x * _Tiling, IN.texcoord.y * _Tiling);
                float2 texcoord;
                int effective = 0;
                half r = 0;
                half g = 0;
                half b = 0;
                half a = 0;
                for (int i = 0; i < _MaxBallNum; i++)
                {
                    for (int j = 0; j < _MaxBallNum; j++)
                    {
                        texcoord = float2(IN.texcoord.x + i * _Tiling, IN.texcoord.y + j * _Tiling);
                        half4 color = (tex2D(_MainTex, texcoord) + _TextureSampleAdd);
                        #ifdef UNITY_UI_CLIP_RECT
                        half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
                        color.a *= m.x * m.y;
                        #endif

                        #ifdef UNITY_UI_ALPHACLIP
                        clip (color.a - 0.001);
                        #endif
//根据需求修改颜色融合方式
                        if (color.a > 0.5)
                        {
                            r += color.r;
                            g += color.g;
                            b += color.b;
                            effective += 1;
                        }
                    }
                }
                if (effective > 0)
                {
                    allColor = half4(r / effective, g / effective, b / effective, 1);
                }
                return allColor;
            }
            ENDCG
        }
    }
}

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