当多图叠加时,一般会涉及遮罩,而遮罩位置的变化是依据uv值,但是当图片的tiling变化时,遮罩位置也会改变。为了解决这个问题,需要声明多个uv,有的会随tiling变化,有的不变。
代码:
Shader "MyShader/SS_11_1"
{
Properties
{
_Mask ("Mask", 2D) = "white" {}
_MainTex ("Texture", 2D) = "white" {}
_Size("Size",float)=30
_Pos("Pos",vector)=(1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
fixed4 vertex : POSITION;
fixed2 uv : TEXCOORD0;
fixed2 uv1 : TEXCOORD1;
fixed2 uv2 : TEXCOORD2;
};
struct v2f
{
fixed2 uv : TEXCOORD0;
fixed2 uv1 : TEXCOORD1;
fixed2 uv2 : TEXCOORD2;
fixed4 vertex : SV_POSITION;
};
sampler2D _MainTex;
sampler2D _Mask;
fixed4 _Mask_ST;
fixed4 _MainTex_ST;
fixed _Size;
fixed4 _Pos;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv1 = TRANSFORM_TEX(v.uv1, _Mask);
o.uv2=TRANSFORM_TEX(v.uv2, _MainTex);
o.uv=v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_Mask, i.uv1);
fixed4 mask=tex2D(_MainTex,i.uv2);
col= pow((i.uv.x-_Pos.x),2)+pow((i.uv.y-_Pos.y),2)<_Size?mask:col;
return col;
}
ENDCG
}
}
}
返回目录:https://blog.csdn.net/yzy1987523/article/details/106676451