• 解决灰色shader与mask冲突的方案


     1 Shader "Custom/Opaque"
     2   {  
     3      Properties
     4      {
     5          [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
     6          _Color ("Tint", Color) = (1,1,1,1)
     7          
     8          // required for UI.Mask
     9          _StencilComp ("Stencil Comparison", Float) = 8
    10          _Stencil ("Stencil ID", Float) = 0
    11          _StencilOp ("Stencil Operation", Float) = 0
    12          _StencilWriteMask ("Stencil Write Mask", Float) = 255
    13          _StencilReadMask ("Stencil Read Mask", Float) = 255
    14          _ColorMask ("Color Mask", Float) = 15
    15      }
    16      SubShader
    17      {
    18          Tags 
    19          { 
    20              // ...
    21          }
    22          
    23          // required for UI.Mask
    24          Stencil
    25          {
    26              Ref [_Stencil]
    27              Comp [_StencilComp]
    28              Pass [_StencilOp] 
    29              ReadMask [_StencilReadMask]
    30              WriteMask [_StencilWriteMask]
    31          }
    32           ColorMask [_ColorMask]
    33          
    34          Pass
    35          {
    36              // ...
    37          }
    38      }
    39   }

    9~14行以及24~32行是解决的方案

    完整:

    Shader "UI/Default Gray"
    {
        Properties
        {
            [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
            _Color("Tint", Color) = (1,1,1,1)
            _MyColor("MyColor", Color) = (1,1,1,1)
    
                // required for UI.Mask
                _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
        }
    
        SubShader
        {
            Tags
            {
                "Queue" = "Transparent"
                "IgnoreProjector" = "True"
                "RenderType" = "Transparent"
                "PreviewType" = "Plane"
                "CanUseSpriteAtlas" = "True"
            }
            // 源rgba*源a + 背景rgba*(1-源A值)   
            Blend SrcAlpha OneMinusSrcAlpha
    
            Cull Off ZWrite Off ZTest Always
    
            Pass
            {
    
                Stencil
                {
                    Ref[_Stencil]
                    Comp[_StencilComp]
                    Pass[_StencilOp]
                    ReadMask[_StencilReadMask]
                    WriteMask[_StencilWriteMask]
                }
                ColorMask[_ColorMask]
    
                CGPROGRAM
                #pragma vertex vert     
                #pragma fragment frag     
                #include "UnityCG.cginc"     
    
                struct appdata_t
                {
                    float4 vertex   : POSITION;
                    float4 color    : COLOR;
                    float2 texcoord : TEXCOORD0;
                };
    
                struct v2f
                {
                    float4 vertex   : SV_POSITION;
                    fixed4 color : COLOR;
                    half2 texcoord  : TEXCOORD0;
                };
    
                sampler2D _MainTex;
                fixed4 _Color;
                fixed4 _MyColor;
    
                v2f vert(appdata_t IN)
                {
                    v2f OUT;
                    OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                            OUT.texcoord = IN.texcoord;
                    #ifdef UNITY_HALF_TEXEL_OFFSET     
                            OUT.vertex.xy -= (_ScreenParams.zw - 1.0);
                    #endif     
                    OUT.color = IN.color * _Color;
                    return OUT;
                }
    
                fixed4 frag(v2f IN) : SV_Target
                {
                    half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
                    float grey = dot(color.rgb, fixed3(0.22, 0.707, 0.071));
                    return half4(grey*_MyColor.r,grey*_MyColor.g,grey*_MyColor.b,color.a);
                }
                ENDCG
            }
        }
    }
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  • 原文地址:https://www.cnblogs.com/MrZivChu/p/maskAndShader.html
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