Unity3d shaderlab 实现多个贴图混合叠加与裁剪
2016-11-05 11:08
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今天我们讨论一下,如何在unity3d的一个plane中显示多张贴图的一部分,组合贴图。
首先新建一个plane
然后在project面板新建一个材质
将材质赋给这个plane
然后编写shader whiteboard.shader
将这个shader赋给材质
Shader "Custom/WhiteBoard" {
Properties
{
//下面三个是要叠加的贴图
_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
_MiddleTex ("Middle (RGB),Alpha (A)", 2D) = "white" {}
_TopTex ("Top (RGB),Alpha (A)", 2D) = "white" {}
_WhiteBoardTex ("WhiteBoard (RGB),Alpha (A)", 2D) = "white" {}//需要一个白色的贴图做底色
_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 - _Height 长度为高度
_Height ("Radius", Range(0,0.5)) = 0.5
_TopRate ("TopRate", Range(0,1)) = 0.33 //显示裁剪的比例
_MiddleRate ("MiddleRate", Range(0,1)) = 0.33
_ButtomRate ("ButtomRate", Range(0,1)) = 0.33
}
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 _Height;
float _TopRate;
float _MiddleRate;
float _ButtomRate;
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;
sampler2D _MiddleTex;
sampler2D _TopTex;
sampler2D _WhiteBoardTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, 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
{
fixed4 col2 = tex2D(_MiddleTex, i.texcoord) ;//获得贴图的rgba,颜色像素信息
fixed4 base_col = tex2D(_MainTex, i.texcoord) ;
fixed4 top_pic = tex2D(_TopTex, i.texcoord) ;
fixed4 white_canva = tex2D(_WhiteBoardTex, i.texcoord) ;
float2 uv = i.texcoord.xy; //输入的面的uv坐标
float4 c = i.color; //输入的面的颜色信息
float4 c1 = i.color;
float4 c3 = i.color;
float4 c_alpha_mask = i.color;
fixed4 col4 = col2;
if( uv.y < _TopRate && uv.y > 0.0)
{
c.rgba = col2.rgba;//根据不同的uv坐标显示不同贴图的颜色信息
}
if( uv.y > _TopRate + _MiddleRate && uv.y <1.0)
{
c1.rgba = base_col.rgba;
}
if(uv.y>_TopRate && uv.y<_TopRate + _MiddleRate)
{
c3.rgba = top_pic.rgba;
}
fixed4 col_a = white_canva * c * c1 *c3;//将颜色信息与白色底图叠加
return col_a; //最后输出叠加后的颜色信息,贴图就叠加完成
}
ENDCG
}
}
}
最后看到效果
这样就可以实现在不同的uv坐标下,显示不同的贴图,达到贴图的叠加了。
首先新建一个plane
然后在project面板新建一个材质
将材质赋给这个plane
然后编写shader whiteboard.shader
将这个shader赋给材质
Shader "Custom/WhiteBoard" {
Properties
{
//下面三个是要叠加的贴图
_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
_MiddleTex ("Middle (RGB),Alpha (A)", 2D) = "white" {}
_TopTex ("Top (RGB),Alpha (A)", 2D) = "white" {}
_WhiteBoardTex ("WhiteBoard (RGB),Alpha (A)", 2D) = "white" {}//需要一个白色的贴图做底色
_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 - _Height 长度为高度
_Height ("Radius", Range(0,0.5)) = 0.5
_TopRate ("TopRate", Range(0,1)) = 0.33 //显示裁剪的比例
_MiddleRate ("MiddleRate", Range(0,1)) = 0.33
_ButtomRate ("ButtomRate", Range(0,1)) = 0.33
}
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 _Height;
float _TopRate;
float _MiddleRate;
float _ButtomRate;
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;
sampler2D _MiddleTex;
sampler2D _TopTex;
sampler2D _WhiteBoardTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, 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
{
fixed4 col2 = tex2D(_MiddleTex, i.texcoord) ;//获得贴图的rgba,颜色像素信息
fixed4 base_col = tex2D(_MainTex, i.texcoord) ;
fixed4 top_pic = tex2D(_TopTex, i.texcoord) ;
fixed4 white_canva = tex2D(_WhiteBoardTex, i.texcoord) ;
float2 uv = i.texcoord.xy; //输入的面的uv坐标
float4 c = i.color; //输入的面的颜色信息
float4 c1 = i.color;
float4 c3 = i.color;
float4 c_alpha_mask = i.color;
fixed4 col4 = col2;
if( uv.y < _TopRate && uv.y > 0.0)
{
c.rgba = col2.rgba;//根据不同的uv坐标显示不同贴图的颜色信息
}
if( uv.y > _TopRate + _MiddleRate && uv.y <1.0)
{
c1.rgba = base_col.rgba;
}
if(uv.y>_TopRate && uv.y<_TopRate + _MiddleRate)
{
c3.rgba = top_pic.rgba;
}
fixed4 col_a = white_canva * c * c1 *c3;//将颜色信息与白色底图叠加
return col_a; //最后输出叠加后的颜色信息,贴图就叠加完成
}
ENDCG
}
}
}
最后看到效果
这样就可以实现在不同的uv坐标下,显示不同的贴图,达到贴图的叠加了。
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