• Unity实现新手引导圆形遮罩


    帮人做了一个圆形遮罩shader,用于新手引导,这里记录一下,方便下次直接拿来用。

    直接上代码:

    Shader "UI/CircleMask"
    {
        Properties
        {
            [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
            _Color ("Tint", Color) = (1,1,1,1)
            _InputPosition("Input Position",Vector) = (0,0,0,0)
            _Radius ("Radius",Float) = 1
            _SoftFactor("Soft Factor",Range(0.01,1)) = 0.1
            _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
            {
                Name "Default"
            CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma target 2.0
    
                #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;
                    UNITY_VERTEX_OUTPUT_STEREO
                };
    
                sampler2D _MainTex;
                half4 _Color;
                half4 _TextureSampleAdd;
                float4 _ClipRect;
                float4 _MainTex_ST;
                float4 _InputPosition;
                float _Radius;
                float _SoftFactor;
                v2f vert(appdata_t v)
                {
                    v2f OUT;
                    UNITY_SETUP_INSTANCE_ID(v);
                    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                    OUT.worldPosition = v.vertex;
                    OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
    
                    OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
    
                    OUT.color = v.color * _Color;
                    return OUT;
                }
    
                half4 frag(v2f IN) : SV_Target
                {
                    half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
    
                    float dis = distance(_InputPosition.xy, IN.worldPosition.xy);
                    color.a *= saturate(dis - _Radius);
                    color.a *= saturate(pow((dis - _Radius)*_SoftFactor);
    
                    #ifdef UNITY_UI_CLIP_RECT
                    color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
                    #endif
    
                    #ifdef UNITY_UI_ALPHACLIP
                    clip (color.a - 0.001);
                    #endif
                    color.r = color.a;
                    color.g = color.a;
                    color.b = color.a;
                    color.a = 1;
                    return color;
                }
            ENDCG
            }
        }
    }

    实现思路就是把Unity内置UI-Default Shader拷贝过来,然后片元着色器根据传入坐标计算距离进行alpha值修改。

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  • 原文地址:https://www.cnblogs.com/shenyibo/p/15430484.html
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