[shader]纹理遮罩

最终效果

[shader]纹理遮罩_第1张图片

思路

利用shader的模版测试,进行比较,对pass与颜色进行取舍。

使用方法

shader使用方法,先赋予一个模型设置模版shader,在该位置设置遮罩层号。

再给需要的模型赋予比较模版shader。在该位置设置模版比较的号。
[shader]纹理遮罩_第2张图片

源代码

设置模版shader

Shader "QQ/MaskLayer"
{
	Properties
	{
		_MaskLayer("MaskLayer",float) = 1
	}
		SubShader
	{
		Tags { "RenderType" = "Opaque"}
			Pass
		{
			ColorMask 0
			ZWrite Off
			Stencil{
			Ref [_MaskLayer]
			Comp Always
			Pass Replace
			}
			Cull Off
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			struct a2v {
				float4 vertex : POSITION;
			};

			struct v2f {
				float4 pos : SV_POSITION;
			};

			v2f vert(a2v v) 
			{
				v2f o;
				o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
				return o;
			}
			fixed4 frag(v2f i) : SV_Target
			{
				return fixed4(0,0,0,0);
			}
				ENDCG
			}
	}
}

比较模版shader

Shader "QQ/MaskColor"
{
	Properties
	{
		_Color("Color",Color) = (1,1,1,1)
		_MainTex("Texture", 2D) = "white" {}
		_MaskColor("MaskColor",Color) = (1,1,1,1)
		_MaskTex("Texture", 2D) = "white" {}
		_MaskLayer("MaskLayer",float) = 1
	}
		SubShader
		{
			Tags { "RenderType" = "Transparent"  "Queue" = "Transparent" }
			CGINCLUDE
			#include "UnityCG.cginc"
				struct a2v
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float4 pos : SV_POSITION;
				float2 uv : TEXCOORD0;
			};
			ENDCG
				Pass
			{
				Stencil{
				Ref [_MaskLayer]
				Comp Equal
				}
				Zwrite Off
				Cull Off
				Blend SrcAlpha OneMinusSrcAlpha
				CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag
				uniform sampler2D _MaskTex;
				uniform float4 _MaskTex_ST;
				fixed4 _MaskColor;
				v2f vert(a2v v)
				{
					v2f o;
					o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
					o.uv = TRANSFORM_TEX(v.uv, _MaskTex);
					return o;
				}
				fixed4 frag(v2f i) : SV_Target
				{
					return tex2D(_MaskTex, i.uv)*_MaskColor;
				}
				ENDCG
			}
				Pass
				{
				Stencil{
				ref[_MaskLayer]
				Comp NotEqual
				}
				Zwrite Off
				Cull Off
				Blend SrcAlpha OneMinusSrcAlpha
				CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag
				fixed4 _Color;
				uniform sampler2D _MainTex;
				uniform float4 _MainTex_ST;
				v2f vert(a2v v)
				{
					v2f o;
					o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
					o.uv = TRANSFORM_TEX(v.uv, _MainTex);
					return o;
				}
					fixed4 frag(v2f i) : SV_Target
				{
					return tex2D(_MainTex, i.uv)*_Color;
				}
				ENDCG
			}
		}
}


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