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
}
}
}