裁剪UI Image 矩形四角圆形 Shader

Shader "Custom/CullImage" {


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
_Radius("序列帧播放速度",Float) = 0.1


}


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
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag


#include "UnityCG.cginc"
#include "UnityUI.cginc"


struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};


struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};


fixed4 _Color;
fixed4 _TextureSampleAdd;


bool _UseClipRect;
float4 _ClipRect;


bool _UseAlphaClip;
float i;
float p;
float j;
float k;
float _Radius;


v2f vert(appdata_t IN)
{
v2f OUT;
OUT.worldPosition = IN.vertex;


OUT.vertex = mul(UNITY_MATRIX_MVP, OUT.worldPosition);


OUT.texcoord = IN.texcoord;


#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
#endif


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


sampler2D _MainTex;


fixed4 frag(v2f IN) : SV_Target
{


half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
float2 uv = IN.texcoord.xy;
float4 c = IN.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, IN.texcoord) * c;
clip(col.a - 0.01);




if (_UseClipRect)
color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);


if (_UseAlphaClip)
clip(color.a - 0.001);
return col;
}


ENDCG
}
}
}

原文地址:https://www.cnblogs.com/cocotang/p/5785162.html