UGUI元素同时支持多个范围裁剪

我们常用的RectMask2D组件可以对UGUI元素进行范围裁剪,但是一个节点上只能添加一个组件,如果在层级节点上添加多个RectMask2D,它们也只是取并集。最终到Shader里时只有一个并集的Rect做透明度计算。
另一个组件:Mask,不基于Rect而是基于模板测试,可以做到更丰富的遮罩。不过它需要一个图形来指示可视范围,因此如果遮罩范围需要灵活变动,就不太方便。
因此,这里一个思路是仿照Shader里对RectMask2D的计算,增加对多个Rect范围的裁切计算,透明度累加起来。
因此要做:

  • c#侧给Shader传递Rect列表的数据
  • 在像素着色函数中额外的计算Rect列表的裁切对透明度的影响

这里用到了StructuredBuffer<float4>来传递Rect列表数据,因为float4正好可以存放Rect的数据,Shader里计算所需的顺序是(左,下,右,上)
下图是设置的两个Rect的效果:

下面放代码。在场景中创建一个UGUI Canvas和Image(位置0,0,0)后,用下面的shader建立一个材质赋给Image,把cs脚本添加到Image上即可看到效果。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class TestShaderFade : MonoBehaviour
{
    public Image Img;

    // Start is called before the first frame update
    void Start()
    {
        Img = gameObject.GetComponent<Image>();
        var mat = Img.material;
        Vector4[] data = new Vector4[100];
        data[0] = new Vector4(-10,-10,20,10);
        data[1] = new Vector4(20, 20, 40, 40);
        int stride = System.Runtime.InteropServices.Marshal.SizeOf(typeof(Vector4));
        var fadeData = new ComputeBuffer(100, stride, ComputeBufferType.Default);
        fadeData.SetData(data);
        mat.SetBuffer("FadeData", fadeData);
        mat.SetInt("FadeRectCount", 2);
    }
}

Shader是使用UI/Default改写的,这里版本是2020.3.24f1

Shader "UI/MultiFade"
{
    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
    }

    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 One OneMinusSrcAlpha
        ColorMask [_ColorMask]

        Pass
        {
            Name "Default"
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 2.0

            StructuredBuffer<float4> FadeData;
            int FadeRectCount = 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;
                half4  mask : TEXCOORD2;
                float2 fadePx : TEXCOORD3;
                UNITY_VERTEX_OUTPUT_STEREO
            };

            sampler2D _MainTex;
            sampler2D _FadeData;
            fixed4 _Color;
            fixed4 _TextureSampleAdd;
            float4 _ClipRect;
            float4 _MainTex_ST;
            float _UIMaskSoftnessX;
            float _UIMaskSoftnessY;

            int GetFadeRectCount()
            {
                return FadeRectCount;
            }

            float4 GetFadeRect(int idx)
            {
                return FadeData[idx];
            }

            v2f vert(appdata_t v)
            {
                v2f OUT;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                float4 vPosition = UnityObjectToClipPos(v.vertex);
                OUT.worldPosition = v.vertex;
                OUT.vertex = vPosition;

                float2 pixelSize = vPosition.w;
                pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
                OUT.fadePx = pixelSize;

                float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
                float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
                OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
                OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));

                OUT.color = v.color * _Color;
                return OUT;
            }

            fixed4 frag(v2f IN) : SV_Target
            {
                half4 color = IN.color * (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);

                #ifdef UNITY_UI_CLIP_RECT
                half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
                color.a *= m.x * m.y;
                #endif

                // fade
                int n = GetFadeRectCount();
                half fade = 0;
                float4 pos = IN.worldPosition;
                for(int i=0;i<n;i++)
                {
                    float4 rect = GetFadeRect(i);
                    half4 mask = half4(pos.xy * 2 - rect.xy - rect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(IN.fadePx.xy)));
                    half2 m = saturate((rect.zw - rect.xy - abs(mask.xy)) * mask.zw);
                    fade += m.x * m.y;
                }

                if(n>0)
                {
                    fade = saturate(fade);
                    color.a *= fade;
                }
                //

                #ifdef UNITY_UI_ALPHACLIP
                clip (color.a - 0.001);
                #endif

                color.rgb *= color.a;

                return color;
            }
        ENDCG
        }
    }
}

posted @ 2022-09-28 11:33  啊循  阅读(49)  评论(0编辑  收藏  举报