【游戏技术群】959392658  【游戏出海群】12067810
游戏蛮牛 手机端
开启辅助访问
 找回密码
 注册帐号

扫一扫,访问微社区

首页   >   博客   >   18803836360

被裁切成圆形的shader

个人分类: shader | 2018-10-19 16:47

[code]as3code:

Shader "ylq/Cirle-Mask"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _Mask ("Mask Texture", 2D) = "white" {}
        _Color ("Tint", Color) = (1,1,1,1)

        _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
    }

    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
        {
        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;
            };

            fixed4 _Color;

            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)*float2(-1,1);
#endif
                OUT.color = IN.color * _Color;
                return OUT;
            }

            sampler2D _MainTex;
            sampler2D _Mask;

            fixed4 frag(v2f IN) : SV_Target
            {
                half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
                // clip (color.a - 0.01);
                half4 color2 = tex2D(_Mask, IN.texcoord);
                return fixed4(color.r, color.g, color.b, color2.r);
            }
        ENDCG
        }
    }
}

0 0

作者的其他最新博客

评论 (0 个评论)

facelist doodle 涂鸦板

您需要登录后才可以评论 登录 | 注册帐号

个人分类

标签

阅读排行

评论排行

推荐博客

最新博客

返回顶部