一日一Shader·进阶版笔刷【SS_18】

进阶版笔刷的原理还是RT叠加,不过用的是GL的方法,用起来更灵活,可以生成一张小号的图叠加到大图上。

Shader "MyShader/SS_18"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
		_Color ("Color", Color) =(0,0,0,0)
		_Row ("Row", float) = 0
		_Column ("Column",float) = 0
		_Size("Size",float)=4//图片被拆分为4*4
    }
    SubShader
    {		
		Blend SrcAlpha OneMinusSrcAlpha
        Tags { "RenderType"="Opaque" }
        LOD 100
	
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag            
            #include "UnityCG.cginc"
            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };
            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
			fixed4 _Color;
			fixed _Row;
			fixed _Column;
			fixed _Size;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex)/_Size;				
				o.uv=fixed2(o.uv.x+_Row/_Size,o.uv.y+_Column/_Size);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {              
                fixed4 col = tex2D(_MainTex, i.uv);              
                return col*_Color;
            }
            ENDCG
        }
    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SS_18 : MonoBehaviour
{
    public RenderTexture destTexture;
    Material mat;
    public Texture2D sourceTexture;
    public Texture2D orgTexture;
    public Vector2 pos;//pos为0-7(左下角(0,0),右上角(7,7))
    public float cellSize =0.125f;//cellSize=1/cellCount;
    public float cellCount= 8;
    public float scale = 1.5f;
    public Color color=Color.red;
    float edge;
    public Material Mat
    {
        get
        {
            if (mat == null)
            {
                mat = new Material(Shader.Find("MyShader/SS_18"));
            }
            return mat;
        }

        set
        {
            mat = value;
        }
    }

    void Start()
    {
        cellSize = 1 / cellCount;
        edge = (scale - 1) * cellSize;
    }
    [ContextMenu("Draw")]
    void Draw()
    {      
        DrawByPos(pos);
    }
    //根据UV进行绘制
    public void DrawByUV(Vector2 _pos)
    {      
        _pos.x -= 0.5f;
        _pos.y -= 0.5f;
        Graphics.SetRenderTarget(destTexture);
        var left = _pos.x * cellSize - edge;
        var right = _pos.x * cellSize + cellSize + edge;
        var top = _pos.y * cellSize + cellSize + edge;
        var bottom = _pos.y * cellSize - edge;// - cellSize * 0.5f;

        Mat.SetTexture("_MainTex", sourceTexture);//笔刷的图片
        Mat.SetFloat("_Row", Random.Range(0, 4));
        Mat.SetFloat("_Column", Random.Range(0, 4));
        Mat.SetColor("_Color", color);
        Mat.SetPass(0);

        GL.PushMatrix();
        GL.LoadOrtho();
        GL.Begin(GL.QUADS);

        GL.TexCoord2(1, 1);//按顺时针绘制,起点随意
        GL.Vertex3(left, bottom, 0);

        GL.TexCoord2(1, 0);
        GL.Vertex3(left, top, 0);

        GL.TexCoord2(0, 0);
        GL.Vertex3(right, top, 0);

        GL.TexCoord2(0, 1);
        GL.Vertex3(right, bottom, 0);

        GL.End();
        GL.PopMatrix();
    }   

    //根据坐标进行绘制
    public void DrawByPos(Vector2 _pos)
    {
        DrawByUV(new Vector2(cellCount - pos.x-0.5f, cellCount - pos.y-0.5f));//因为转入的图的UV坐标问题,需要翻转
    }

    [ContextMenu("Reset")]
    public void ResetRT()
    {
        Graphics.Blit(orgTexture,destTexture);
    }    
    private void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            var _hit =new RaycastHit();
            if (Physics.Raycast(ray, out _hit, 100f))
            {

                DrawByUV(_hit.textureCoord* cellCount);//_hit.textureCoord获取UV值,需要翻转才能与世界坐标对应
                Debug.Log(_hit.textureCoord);
            }
        }

    }
}

返回目录:https://blog.csdn.net/yzy1987523/article/details/106676451

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