遮罩shader

//第一种:添加遮罩贴图,有像素的部位会被遮罩不显示

Shader "MyShader/AlphaMask" {

Properties

{

_Color("Main Color", Color) = (1,1,1,1)

_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}

_MaskTex("Mask (A)", 2D) = "white" {}

_Progress("Progress", Range(0,1)) = 0.5

}

Category

{

Lighting Off

ZWrite Off

Cull back

Fog{ Mode Off }

Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" }

Blend SrcAlpha OneMinusSrcAlpha

SubShader

{

Pass

{

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

sampler2D _MainTex;

sampler2D _MaskTex;

fixed4 _Color;

float _Progress;

struct appdata

{

float4 vertex : POSITION;

float4 texcoord : TEXCOORD0;

};

struct v2f

{

float4 pos : SV_POSITION;

float2 uv : TEXCOORD0;

};

v2f vert(appdata v)

{

v2f o;

o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

o.uv = v.texcoord.xy;

return o;

}

half4 frag(v2f i) : COLOR

{

fixed4 c = _Color * tex2D(_MainTex, i.uv);

fixed ca = tex2D(_MaskTex, i.uv).a;

c.a *= ca >= _Progress ? 0: 1;

return c;

}

ENDCG

}

}

SubShader

{

AlphaTest LEqual[_Progress]

Pass

{

SetTexture[_MaskTex]{ combine texture }

SetTexture[_MainTex]{ combine texture, previous }

}

}

 

}

Fallback "Transparent/VertexLit"

}

//第二种:添加到模型上的部位会透明,并且遮挡摄像机后面的模型

Shader "Depth Mask"

{

SubShader

{

Tags{ "Queue" = "Background" }

Blend SrcAlpha OneMinusSrcAlpha

Lighting Off

ZWrite On

ZTest Always

Pass

{

Color(0,0,0,0)

}

}

}

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