Unity Shader 之图片菱形切割
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将一个方形图片切割成菱形
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在Sprites/Default的shader基础上进行扩展
- 分别将需要切割的四个角的透明度设置为0,就不会显示了
- 如下图,切割前是原图,使用shader后将不会显示四个角
Shader "Custom/Rhombus" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap("Pixel snap", Float) = 0 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Cull Off Lighting Off ZWrite Off Blend One OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ PIXELSNAP_ON #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; fixed4 _Color; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap(OUT.vertex); #endif return OUT; } sampler2D _MainTex; sampler2D _AlphaTex; float _AlphaSplitEnabled; fixed4 SampleSpriteTexture(float2 uv) { fixed4 color = tex2D(_MainTex, uv); #if UNITY_TEXTURE_ALPHASPLIT_ALLOWED if (_AlphaSplitEnabled) color.a = tex2D(_AlphaTex, uv).r; #endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED if (uv.x + uv.y < 0.5) //切除A区 color.a = 0; else if (uv.x > 0.5 && uv.x - 0.5 > uv.y) //切除B区 color.a = 0; else if (uv.y > 0.5 && uv.y - 0.5 > uv.x) //切除C区 color.a = 0; else if (uv.x > 0.5 && uv.y > 0.5 && uv.x + uv.y > 1.5) //切除D区 color.a = 0; return color; } fixed4 frag(v2f IN) : SV_Target { fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color; c.rgb *= c.a; return c; } ENDCG } } }
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