• Unity shader之ColorMask


    Color Mask解释,见unity文档:

    ColorMask

    ColorMask RGB | A | 0 | any combination of R, G, B, A
    

    Set color channel writing mask. Writing ColorMask 0 turns off rendering to all color channels. Default mode is writing to all channels (RGBA), but for some special effects you might want to leave certain channels unmodified, or disable color writes completely.

    When using multiple render target (MRT) rendering, it is possible to set up different color masks for each render target, by adding index (0–7) at the end. For example, ColorMask RGB 3 would make render target #3 write only to RGB channels.

    如下面问题,这是通过RenderTexture渲染了一个粒子,挂在NGUI的UITexture中。

    希望去掉黑色区域而完全展现背景颜色,可通过ColorMask解决。

    摄像机颜色为:

    粒子shader为:

     1 Shader "effect/distortadd Lv3"
     2 {
     3     Properties
     4     {
     5         _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
     6         _NoiseTex ("Distort Texture (RG)", 2D) = "white" {}
     7         _MainTex ("Alpha (A)", 2D) = "white" {}
     8         _HeatTime  ("Heat Time", range (-1,1)) = 0
     9         _ForceX  ("Strength X", range (0,1)) = 0.1
    10         _ForceY  ("Strength Y", range (0,1)) = 0.1
    11     }
    12 
    13     Category
    14     {
    15         Tags { "Queue"="Transparent+400" "RenderType"="Transparent" }
    16         Blend SrcAlpha One
    17         Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
    18         BindChannels
    19         {
    20             Bind "Color", color
    21             Bind "Vertex", vertex
    22             Bind "TexCoord", texcoord
    23         }
    24 
    25         SubShader
    26         {
    27             Pass
    28             {
    29                 CGPROGRAM
    30                 #pragma vertex vert
    31                 #pragma fragment frag
    32                 #pragma fragmentoption ARB_precision_hint_fastest
    33                 #pragma multi_compile_particles
    34                 #include "UnityCG.cginc"
    35 
    36                 struct appdata_t
    37                 {
    38                     float4 vertex : POSITION;
    39                     fixed4 color : COLOR;
    40                     float2 texcoord: TEXCOORD0;
    41                 };
    42 
    43                 struct v2f
    44                 {
    45                     float4 vertex : POSITION;
    46                     fixed4 color : COLOR;
    47                     float2 uvmain : TEXCOORD1;
    48                 };
    49 
    50                 fixed4 _TintColor;
    51                 fixed _ForceX;
    52                 fixed _ForceY;
    53                 fixed _HeatTime;
    54                 float4 _MainTex_ST;
    55                 float4 _NoiseTex_ST;
    56                 sampler2D _NoiseTex;
    57                 sampler2D _MainTex;
    58 
    59                 v2f vert (appdata_t v)
    60                 {
    61                     v2f o;
    62                     o.vertex = UnityObjectToClipPos(v.vertex);
    63                     o.color = v.color;
    64                     o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
    65                     return o;
    66                 }
    67 
    68                 fixed4 frag( v2f i ) : COLOR
    69                 {
    70                     //noise effect
    71                     fixed4 offsetColor1 = tex2D(_NoiseTex, i.uvmain + _Time.xz*_HeatTime);
    72                     fixed4 offsetColor2 = tex2D(_NoiseTex, i.uvmain + _Time.yx*_HeatTime);
    73                     i.uvmain.x += ((offsetColor1.r + offsetColor2.r) - 1) * _ForceX;
    74                     i.uvmain.y += ((offsetColor1.r + offsetColor2.r) - 1) * _ForceY;
    75                     return 2.0f * i.color * _TintColor * tex2D( _MainTex, i.uvmain);
    76                 }
    77                 ENDCG
    78             }
    79         }
    80         // ------------------------------------------------------------------
    81         // Fallback for older cards and Unity non-Pro
    82         
    83         SubShader
    84         {
    85             Blend DstColor Zero
    86             Pass
    87             {
    88                 Name "BASE"
    89                 SetTexture [_MainTex] {    combine texture }
    90             }
    91         }
    92     }
    93 }
    View Code

    shader使用图片为:

     

    NGUI中 UITexture使用的shader为:

     1 Shader "Unlit/Premultiplied Colored"
     2 {
     3     Properties
     4     {
     5         _MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
     6     }
     7 
     8     SubShader
     9     {
    10         LOD 200
    11 
    12         Tags
    13         {
    14             "Queue" = "Transparent"
    15             "IgnoreProjector" = "True"
    16             "RenderType" = "Transparent"
    17         }
    18 
    19         Pass
    20         {
    21             Cull Off
    22             Lighting Off
    23             ZWrite Off
    24             AlphaTest Off
    25             Fog { Mode Off }
    26             Offset -1, -1
    27             ColorMask RGB
    28             Blend One OneMinusSrcAlpha
    29         
    30             CGPROGRAM
    31             #pragma vertex vert
    32             #pragma fragment frag
    33             #include "UnityCG.cginc"
    34 
    35             sampler2D _MainTex;
    36             float4 _MainTex_ST;
    37 
    38             struct appdata_t
    39             {
    40                 float4 vertex : POSITION;
    41                 float2 texcoord : TEXCOORD0;
    42                 half4 color : COLOR;
    43             };
    44 
    45             struct v2f
    46             {
    47                 float4 vertex : POSITION;
    48                 float2 texcoord : TEXCOORD0;
    49                 half4 color : COLOR;
    50             };
    51 
    52             v2f vert (appdata_t v)
    53             {
    54                 v2f o;
    55                 o.vertex = UnityObjectToClipPos(v.vertex);
    56                 o.texcoord = v.texcoord;
    57                 o.color = v.color;
    58                 return o;
    59             }
    60 
    61             half4 frag (v2f IN) : COLOR
    62             {
    63                 half4 col = tex2D(_MainTex, IN.texcoord) * IN.color;
    64                 return col;
    65             }
    66             ENDCG
    67         }
    68     }
    69     
    70     SubShader
    71     {
    72         LOD 100
    73 
    74         Tags
    75         {
    76             "Queue" = "Transparent"
    77             "IgnoreProjector" = "True"
    78             "RenderType" = "Transparent"
    79         }
    80         
    81         Pass
    82         {
    83             Cull Off
    84             Lighting Off
    85             ZWrite Off
    86             AlphaTest Off
    87             Fog { Mode Off }
    88             Offset -1, -1
    89             ColorMask RGB
    90             Blend One OneMinusSrcAlpha 
    91             ColorMaterial AmbientAndDiffuse
    92             
    93             SetTexture [_MainTex]
    94             {
    95                 Combine Texture * Primary
    96             }
    97         }
    98     }
    99 }
    View Code

    只所以出现黑色,这里有两层混合,一层是摄像机中此粒子与摄像机默认颜色,因为此shader渲染出来的颜色就是黑色(见图片颜色),alpha也全为1,再通过Blend SrcAlpha One命令混合,而目标颜色为黑色,alpha为0(见摄像机颜色),因此这一层混合后只剩下图片的颜色。

    第二层混合在NGUI的UITexture中,此UITexture使用shader的混合命令为:Blend One OneMinusSrcAlpha,由于srcAlpha一直为1,所以UITexture后面的背景颜色在混合中消失了,渲染出来的结果只剩下图片的颜色。

    要想去除黑色,可以通过 ColorMask RGB来屏蔽此通道输出的alpha,而完全取摄像机的alpha(即为0)。见shader代码:

    此时效果如下:

    转载请注明出处:https://www.cnblogs.com/jietian331/p/10675265.html

    之所以ColorMask会解决这个问题,是因为ColorMask和Blend命令的执行先后顺序,先Blend,再ColorMask,这样Blend时使用frag shader中输出的alpha,保持了rgb颜色的正常,再color mask,屏蔽alpha通道,此时会去取摄像机的alpha,即为0。

    而UITexture使用shader的混合命令为:Blend One OneMinusSrcAlpha,所以黑色在混合时消失了,其它颜色保留下来了,且能与背景很好地融合。

    资源如下:

    https://files.cnblogs.com/files/jietian331/ColorMask.zip

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  • 原文地址:https://www.cnblogs.com/jietian331/p/10675265.html
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