最終效果
思路
利用shader的模版測試,進行比較,對pass與顔色進行取舍。
使用方法
shader使用方法,先賦予一個模型設定模版shader,在該位置設定遮罩層号。
再給需要的模型賦予比較模版shader。在該位置設定模版比較的号。
源代碼
設定模版shader
Shader "QQ/MaskLayer"
{
Properties
{
_MaskLayer("MaskLayer",float) = 1
}
SubShader
{
Tags { "RenderType" = "Opaque"}
Pass
{
ColorMask 0
ZWrite Off
Stencil{
Ref [_MaskLayer]
Comp Always
Pass Replace
}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct a2v {
float4 vertex : POSITION;
};
struct v2f {
float4 pos : SV_POSITION;
};
v2f vert(a2v v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return fixed4(0,0,0,0);
}
ENDCG
}
}
}
比較模版shader
Shader "QQ/MaskColor"
{
Properties
{
_Color("Color",Color) = (1,1,1,1)
_MainTex("Texture", 2D) = "white" {}
_MaskColor("MaskColor",Color) = (1,1,1,1)
_MaskTex("Texture", 2D) = "white" {}
_MaskLayer("MaskLayer",float) = 1
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
CGINCLUDE
#include "UnityCG.cginc"
struct a2v
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
ENDCG
Pass
{
Stencil{
Ref [_MaskLayer]
Comp Equal
}
Zwrite Off
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
uniform sampler2D _MaskTex;
uniform float4 _MaskTex_ST;
fixed4 _MaskColor;
v2f vert(a2v v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MaskTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return tex2D(_MaskTex, i.uv)*_MaskColor;
}
ENDCG
}
Pass
{
Stencil{
ref[_MaskLayer]
Comp NotEqual
}
Zwrite Off
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
fixed4 _Color;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
v2f vert(a2v v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
return tex2D(_MainTex, i.uv)*_Color;
}
ENDCG
}
}
}