使用stencil实现mask功能
Posted on 周二 24 九月 2019 in 计算机图形学
代码
Shader "Custom/StencilMask"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_StencilRef("StencilRef", Float) = 0
}
SubShader
{
Tags { "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
Stencil
{
Ref[_StencilRef]
Comp Always
Pass Replace
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
struct a2v
{
float4 vertex: POSITION;
float4 texcoord: TEXCOORD0;
};
struct v2f
{
float4 pos: SV_POSITION;
float2 uv: TEXCOORD0;
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 color = tex2D(_MainTex, i.uv).rgba;
//只有白色部分的stencil有效
half3 delta = abs(color.rgb - fixed3(0.0, 0.0, 0.0));
if (length(delta) < 1)
{
discard;
}
//用于控制是否显示mask图片
color.a = 0.5;
return color;
}
ENDCG
}
}
FallBack off
}