在UGUI或者Sprite中,有图片作为遮罩层的情况,但是因为使用了SpriteAtlas,会造成取得的遮罩的uv是错误的。
所以我们需要得到正确的uv。
有两种方式,其实算法都一样,目的就是获取正确的遮罩层的uv。
第一种,通过外部传入一个vector4的值
在c#中,对材质传递Sprite信息值
if (img.sprite)
{
Sprite sprite = img.sprite;
Vector4 result = new Vector4(sprite.textureRect.min.x / sprite.texture.width,
sprite.textureRect.min.y / sprite.texture.height,
sprite.textureRect.max.x / sprite.texture.width,
sprite.textureRect.max.y / sprite.texture.height);
img.material = Instantiate(heroIcon.material);
img.material.SetVector("_Rect", result);
}
在shader中,自然需要一个_Rect来接收
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Filter2D/Unlit/UGUI Mask"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_MaskTex ("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
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
_Gray("Gray Progress",Range(0,1)) = 1
}
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"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
inline fixed3 frag_gray(fixed3 color,fixed progress){
fixed gray = dot(color.rgb, fixed3(0.299, 0.587, 0.114));
color.rgb = lerp(color.rgb,fixed3(gray, gray, gray),progress) ;
return color;
}
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
half2 maskuv : TEXCOORD1;
float3 worldPosition : TEXCOORD2;
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _Rect;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.maskuv = (IN.texcoord.xy - _Rect.xy) / (_Rect.zw - _Rect.xy);
#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;
fixed _Gray;
sampler2D _MaskTex;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
//color.rgb = frag_gray(color.rgb,_Gray);
half4 mcol = tex2D(_MaskTex, IN.maskuv);
color.a *= mcol.r;
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}
上面那种需要每个材质都不一样,可能会造成drawCall比较高。
下面是通过把这个Sprite的数值,设置到Image的uv中,类似PositionAsUV1组件的功能。
第二种,需要写一个类,继承BaseMeshEffect
using UnityEngine;
using UnityEngine.UI;
public class SpriteRectToUV12 : BaseMeshEffect
{
private Image _img;
protected override void Awake()
{
base.Awake();
_img = GetComponent();
}
public override void ModifyMesh(VertexHelper vh)
{
if (!IsActive()) return;
if (_img && _img.sprite)
{
var count = vh.currentVertCount;
if (count == 0)
return;
Sprite sprite = _img.sprite;
Vector2 uv1 = new Vector2(sprite.textureRect.min.x / sprite.texture.width, sprite.textureRect.min.y / sprite.texture.height);
Vector2 uv2 = new Vector2(sprite.textureRect.max.x / sprite.texture.width, sprite.textureRect.max.y / sprite.texture.height);
UIVertex vert = new UIVertex();
for (int i = 0; i < count; i++)
{
vh.PopulateUIVertex(ref vert, i);
vert.uv1 = uv1;
vert.uv2 = uv2;
vh.SetUIVertex(vert, i);
}
}
}
}
在shader中,就需要对uv1和uv2处理
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Filter2D/Unlit/UGUI Mask"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_MaskTex ("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
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
_Gray("Gray Progress",Range(0,1)) = 1
}
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"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
inline fixed3 frag_gray(fixed3 color,fixed progress){
fixed gray = dot(color.rgb, fixed3(0.299, 0.587, 0.114));
color.rgb = lerp(color.rgb,fixed3(gray, gray, gray),progress) ;
return color;
}
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
half2 maskuv : TEXCOORD1;
float3 worldPosition : TEXCOORD2;
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.maskuv = (IN.texcoord.xy - IN.uv1) / (IN.uv2 - IN.uv1);
#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;
fixed _Gray;
sampler2D _MaskTex;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
//color.rgb = frag_gray(color.rgb,_Gray);
half4 mcol = tex2D(_MaskTex, IN.maskuv);
color.a *= mcol.r;
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}
要注意这个Image的Canvas节点中的Additional Shader Channels中要勾选TexCoord1、TexCoord2,不然没效果。
最后注意我这里的遮罩图是一张黑白图,白色区域表示要显示的区域,黑色是透明区。