【UnityShader】圆角矩形(圆形遮罩)
方形图片加圆形遮罩,或者正方形图片设置为圆角矩形的Logo,使正方形图片在圆形到正方形之间改变。
Shader代码
Shader "Custom/RoundMask" { Properties { _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {} _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 // 以 1 - _Radius 长度为半径的圆形 _Radius ("Radius", Range(0,0.5)) = 0.5 } SubShader { LOD 100 Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType"="Plane" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Offset -1, -1 Fog { Mode Off } Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float _Radius; struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; fixed4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; fixed4 color : COLOR; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); o.color = v.color; #ifdef UNITY_HALF_TEXEL_OFFSET o.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); #endif return o; } fixed4 frag (v2f i) : COLOR { float2 uv = i.texcoord.xy; float4 c = i.color; // 左下四方块 if(uv.x < _Radius && uv.y < _Radius) { float2 r; r.x = uv.x - _Radius; r.y = uv.y - _Radius; float rr = length(r); // 裁剪 if(rr > _Radius) { c.a = 0; } } // 左上四方块 else if(uv.x < _Radius && uv.y > 1- _Radius) { float2 r; r.x = uv.x - _Radius; r.y = uv.y + _Radius - 1; float rr = length(r); // 裁剪 if(rr > _Radius) { c.a = 0; } } // 右下四方块 else if(uv.x > 1 - _Radius && uv.y < _Radius) { float2 r; r.x = uv.x + _Radius - 1; r.y = uv.y - _Radius; float rr = length(r); // 裁剪 if(rr > _Radius) { c.a = 0; } } // 右上四方块 else if(uv.x > 1 - _Radius && uv.y > 1- _Radius) { float2 r; r.x = uv.x + _Radius - 1; r.y = uv.y + _Radius - 1; float rr = length(r); // 裁剪 if(rr > _Radius) { c.a = 0; } } fixed4 col = tex2D(_MainTex, i.texcoord) * c; clip (col.a - 0.01); return col; } ENDCG } } }
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