Unity shader UI的3D效果
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1、效果
scene视图中的效果:
game视图中效果:
2、核心思想:改变UI的顶点坐标
3、好处:可以用正交相机来实现3D效果。
4、Shader 实现
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "UI/UI3DEffects" { Properties { [PerRendererData] _MainTex ("Sprite 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 _Change("Change",Range(0,1)) = 1.0 } 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 //是否剔除背面 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 __ UNITY_UI_CLIP_RECT #pragma multi_compile __ 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 }; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float _Change; v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); //修改顶点位置 if (v.vertex.x< 0) { OUT.worldPosition = v.vertex; } else { OUT.worldPosition = v.vertex*_Change; } OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = v.texcoord; OUT.color = v.color * _Color; return OUT; } sampler2D _MainTex; fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; #ifdef UNITY_UI_CLIP_RECT color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #endif #ifdef UNITY_UI_ALPHACLIP clip (color.a - 0.001); #endif return color; } ENDCG } } }
5、使用:
通过修改Change的值修改效果
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