Unity Shader实现新手引导遮罩镂空效果

这两天实现了下新手引导需要的遮罩镂空shader效果,记录一下。

1、圆形镂空shader代码:

//计算片元世界坐标和目标中心位置的距离
float dis = distance(IN.worldPosition.xy, _Center.xy);
//过滤掉距离小于(半径-过渡范围)的片元
clip(dis - (_Radius - _TransitionRange));
//优化if条件判断,如果距离小于半径则执行下一步,等于if(dis < _Radius)
fixed tmp = step(dis, _Radius);
//计算过渡范围内的alpha值
color.a *= (1 - tmp) + tmp * (dis - (_Radius - _TransitionRange)) / _TransitionRange;

效果:忽略渐变的蒙版,随便找的图片

2、椭圆镂空shader代码:

//计算X轴方向距离
float disX = distance(IN.worldPosition.x, _Center.x);
//计算Y轴方向距离
float disY = distance(IN.worldPosition.y, _Center.y);
//运用椭圆方程计算片元的alpha值,_Ellipse为椭圆系数
fixed factor = clamp(pow(abs(disX / _Width), _Ellipse) + pow(abs(disY / _Height), _Ellipse), 0.0, 1.0);
//优化if条件判断
fixed tmp = step(factor, 1.0f);
//赋值椭圆外或椭圆内的alpha值
color.a *= (1 - tmp) + tmp * factor;

效果:

3、圆形目标位置聚合动画shader代码:

//_StartTime为效果开始时间点,Unity中对应赋值material.SetFloat("_StartTime", Time.timeSinceLevelLoad);
fixed processTime = _Time.y - _StartTime;
//判断shader执行时长是否超过_TotalTime
clip(_TotalTime - processTime);
//优化if条件判断
fixed tmp = step(processTime, _ReduceTime);
//计算当前时间点的圆形镂空半径
float curRadius = (1 - tmp) * _Radius + tmp * (_MaxRadius - (_MaxRadius - _Radius) * processTime / _ReduceTime);
float dis = distance(IN.worldPosition.xy, _Center.xy);
//抛弃距离小于当前圆形镂空半径的片元
clip(dis - curRadius);

效果:不知道为啥上传上来就有问题了,正常是没问题的

整个shader源码,在Unity UGUI 自带Default shader基础上添加:

// 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
//计算片元世界坐标和目标中心位置的距离
float dis = distance(IN.worldPosition.xy, _Center.xy);
//过滤掉距离小于(半径-过渡范围)的片元
clip(dis - (_Radius - _TransitionRange));
//优化if条件判断,如果距离小于半径则执行下一步,等于if(dis < _Radius)
fixed tmp = step(dis, _Radius);
//计算过渡范围内的alpha值
color.a *= (1 - tmp) + tmp * (dis - (_Radius - _TransitionRange)) / _TransitionRange;
#elif _ROUNDMODE_ELLIPSE
//计算X轴方向距离
float disX = distance(IN.worldPosition.x, _Center.x);
//计算Y轴方向距离
float disY = distance(IN.worldPosition.y, _Center.y);
//运用椭圆方程计算片元的alpha值,_Ellipse为椭圆系数
fixed factor = clamp(pow(abs(disX / _Width), _Ellipse) + pow(abs(disY / _Height), _Ellipse), 0.0, 1.0);
//优化if条件判断
fixed tmp = step(factor, 1.0f);
//赋值椭圆外或椭圆内的alpha值
color.a *= (1 - tmp) + tmp * factor;
#else
//_StartTime为效果开始时间点,Unity中对应赋值material.SetFloat("_StartTime", Time.timeSinceLevelLoad);
fixed processTime = _Time.y - _StartTime;
//判断shader执行时长是否超过_TotalTime
clip(_TotalTime - processTime);
//优化if条件判断
fixed tmp = step(processTime, _ReduceTime);
//计算当前时间点的圆形镂空半径
float curRadius = (1 - tmp) * _Radius + tmp * (_MaxRadius - (_MaxRadius - _Radius) * processTime / _ReduceTime);
float dis = distance(IN.worldPosition.xy, _Center.xy);
//抛弃距离小于当前圆形镂空半径的片元
clip(dis - curRadius);
#endif
//-------------------add----------------------
      return color;
    }
  ENDCG
  }
}
}

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持编程宝库

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