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Unity结合移动端实现动态抠图功能支持Android和IOS

2018-02-05 16:59 876 查看




其中核心代码就是Shader抠图和移动端的交互功能了 , 这里我把功能剥离开来 , 将工程打了包上传了 , 有感兴趣的友友欢迎交流 .

Shader:

Shader "Sprites/Mine"
{
Properties
{
[PerRendererData]_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Alpha Color Key", Color) = (0,0,0,1)
_Range("Range",Range (0,1.01))=0.1
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}

Pass
{
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha

CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile DUMMY PIXELSNAP_ON

sampler2D _MainTex;
float4 _Color;
half _Range;
struct Vertex
{
float4 vertex : POSITION;
float2 uv_MainTex : TEXCOORD0;
float2 uv2 : TEXCOORD1;
};

struct Fragment
{
float4 vertex : POSITION;
float2 uv_MainTex : TEXCOORD0;
float2 uv2 : TEXCOORD1;
};

Fragment vert(Vertex v)
{
Fragment o;

o.vertex = UnityObjectToClipPos(v.vertex);
o.uv_MainTex = v.uv_MainTex;
o.uv2 = v.uv2;

return o;
}

float4 frag(Fragment IN) : COLOR
{
float4 o = float4(1, 0, 0, 0.2);

half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.rgb = c.rgb;
if(abs(c.r-_Color.r)<_Range && abs(c.g-_Color.g)<_Range && abs(c.b-_Color.b)<_Range)
{
o.a = 0;
}
else
{
o.a = 1;
}

return o;
}

ENDCG
}
}}

APP下载地址:

http://download.csdn.net/download/s15100007883/10240890

插件下载地址:

http://download.csdn.net/download/s15100007883/10240896



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