Unity Shader實現(xiàn)新手引導遮罩鏤空效果
更新時間:2020年02月13日 09:53:52 作者:mac_zly
這篇文章主要為大家詳細介紹了Unity Shader實現(xiàn)新手引導遮罩鏤空效果,文中示例代碼介紹的非常詳細,具有一定的參考價值,感興趣的小伙伴們可以參考一下
這兩天實現(xiàn)了下新手引導需要的遮罩鏤空shader效果,記錄一下。
1、圓形鏤空shader代碼:
//計算片元世界坐標和目標中心位置的距離 float dis = distance(IN.worldPosition.xy, _Center.xy); //過濾掉距離小于(半徑-過渡范圍)的片元 clip(dis - (_Radius - _TransitionRange)); //優(yōu)化if條件判斷,如果距離小于半徑則執(zhí)行下一步,等于if(dis < _Radius) fixed tmp = step(dis, _Radius); //計算過渡范圍內(nèi)的alpha值 color.a *= (1 - tmp) + tmp * (dis - (_Radius - _TransitionRange)) / _TransitionRange;
效果:忽略漸變的蒙版,隨便找的圖片

2、橢圓鏤空shader代碼:
//計算X軸方向距離 float disX = distance(IN.worldPosition.x, _Center.x); //計算Y軸方向距離 float disY = distance(IN.worldPosition.y, _Center.y); //運用橢圓方程計算片元的alpha值,_Ellipse為橢圓系數(shù) fixed factor = clamp(pow(abs(disX / _Width), _Ellipse) + pow(abs(disY / _Height), _Ellipse), 0.0, 1.0); //優(yōu)化if條件判斷 fixed tmp = step(factor, 1.0f); //賦值橢圓外或橢圓內(nèi)的alpha值 color.a *= (1 - tmp) + tmp * factor;
效果:

3、圓形目標位置聚合動畫shader代碼:
//_StartTime為效果開始時間點,Unity中對應賦值material.SetFloat("_StartTime", Time.timeSinceLevelLoad);
fixed processTime = _Time.y - _StartTime;
//判斷shader執(zhí)行時長是否超過_TotalTime
clip(_TotalTime - processTime);
//優(yōu)化if條件判斷
fixed tmp = step(processTime, _ReduceTime);
//計算當前時間點的圓形鏤空半徑
float curRadius = (1 - tmp) * _Radius + tmp * (_MaxRadius - (_MaxRadius - _Radius) * processTime / _ReduceTime);
float dis = distance(IN.worldPosition.xy, _Center.xy);
//拋棄距離小于當前圓形鏤空半徑的片元
clip(dis - curRadius);
效果:不知道為啥上傳上來就有問題了,正常是沒問題的

整個shader源碼,在Unity UGUI 自帶Default shader基礎上添加:
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "UI/Default_Mask"
{
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
//-------------------add----------------------
_Center("Center", vector) = (0, 0, 0, 0)
_Radius("Radius", Range(0,1000)) = 1000 // sliders
_TransitionRange("Transition Range", Range(0, 100)) = 10
_Width("Width", Float) = 1
_Height("Height", Float) = 1
_Ellipse("Ellipse", Float) = 4
_ReduceTime("ReduceTime", Float) = 1
_TotalTime("TotalTime", Float) = 1
_StartTime("StartTime", Float) = 0
_MaxRadius("MaxRadius", Float) = 1500
[KeywordEnum(ROUND, ELLIPSE, DYNAMIC_ROUND)] _RoundMode("Mask mode", Float) = 0
//-------------------add----------------------
}
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
{
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
#pragma multi_compile _ROUNDMODE_ROUND _ROUNDMODE_ELLIPSE _ROUNDMODE_DYNAMIC_ROUND
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;
//-------------------add----------------------
half _Radius;
float2 _Center;
half _TransitionRange;
half _Width;
half _Height;
half _Ellipse;
fixed _ReduceTime;
half _TotalTime;
float _StartTime;
half _MaxRadius;
//-------------------add----------------------
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
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
//-------------------add----------------------
#ifdef _ROUNDMODE_ROUND
//計算片元世界坐標和目標中心位置的距離
float dis = distance(IN.worldPosition.xy, _Center.xy);
//過濾掉距離小于(半徑-過渡范圍)的片元
clip(dis - (_Radius - _TransitionRange));
//優(yōu)化if條件判斷,如果距離小于半徑則執(zhí)行下一步,等于if(dis < _Radius)
fixed tmp = step(dis, _Radius);
//計算過渡范圍內(nèi)的alpha值
color.a *= (1 - tmp) + tmp * (dis - (_Radius - _TransitionRange)) / _TransitionRange;
#elif _ROUNDMODE_ELLIPSE
//計算X軸方向距離
float disX = distance(IN.worldPosition.x, _Center.x);
//計算Y軸方向距離
float disY = distance(IN.worldPosition.y, _Center.y);
//運用橢圓方程計算片元的alpha值,_Ellipse為橢圓系數(shù)
fixed factor = clamp(pow(abs(disX / _Width), _Ellipse) + pow(abs(disY / _Height), _Ellipse), 0.0, 1.0);
//優(yōu)化if條件判斷
fixed tmp = step(factor, 1.0f);
//賦值橢圓外或橢圓內(nèi)的alpha值
color.a *= (1 - tmp) + tmp * factor;
#else
//_StartTime為效果開始時間點,Unity中對應賦值material.SetFloat("_StartTime", Time.timeSinceLevelLoad);
fixed processTime = _Time.y - _StartTime;
//判斷shader執(zhí)行時長是否超過_TotalTime
clip(_TotalTime - processTime);
//優(yōu)化if條件判斷
fixed tmp = step(processTime, _ReduceTime);
//計算當前時間點的圓形鏤空半徑
float curRadius = (1 - tmp) * _Radius + tmp * (_MaxRadius - (_MaxRadius - _Radius) * processTime / _ReduceTime);
float dis = distance(IN.worldPosition.xy, _Center.xy);
//拋棄距離小于當前圓形鏤空半徑的片元
clip(dis - curRadius);
#endif
//-------------------add----------------------
return color;
}
ENDCG
}
}
}
以上就是本文的全部內(nèi)容,希望對大家的學習有所幫助,也希望大家多多支持腳本之家。
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