- 下载Unity对应版本shader代码(如果链接失效,可以直接去Unity官网找下载),我使用的是unity5.5.1版本
- 打开并定位到Particle Add.shader文件,复制一份命名为UIParticleAdditiveClip.shader保存到Asset文件夹中
- 修改UIParticleAdditiveClip.shader中的shader名称为“Custom/UI/Particle_Additive_Clip”
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创建一个Material命名为pt,并使用3中创建的shader,选择任意一张图片作为粒子的图片,用pt替换ParticleSystem的默认材质
Shader "Custom/UI/Particle_Additive_Clip" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha One
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "UnityUI.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 worldPosition : TEXCOORD1;
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
//world space中的xy坐标保存到o.worldPosition.xy中
//unity_ObjectToWorld 等同于_Object2World 5.3.8中使用:_Object2World
o.worldPosition.xy = mul(_Object2World, v.vertex).xy;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
sampler2D_float _CameraDepthTexture;
float _InvFade;
// C#代码需要传入的裁剪区域变量, 这里我们增加一个变量(_UseClipRect)用来标记是否需要裁剪
float4 _ClipRect;
float _UseClipRect;
fixed4 frag (v2f i) : SV_Target
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
float c = UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
col.a = lerp(col.a, c * col.a, _UseClipRect);
return col;
}
ENDCG
}
}
}
}
C#脚本:编写C#代码,计算裁剪区域
[RequireComponent(typeof(ParticleSystem))]
public class ParticleMask : MonoBehaviour
{
public RectMask2D mask;
public Material mt;
private void Awake()
{
mt = GetComponent<ParticleSystem>().GetComponent<Renderer>().material;
mask = GetComponentInParent<RectMask2D>();
// ScrollView位置变化时重新计算裁剪区域
GetComponentInParent<ScrollRect>().onValueChanged.AddListener((e) => { setClip(); });
setClip();
}
void setClip()
{
Vector3[] wc = new Vector3[4];
mask.GetComponent<RectTransform>().GetWorldCorners(wc); // 计算world space中的点坐标
var clipRect = new Vector4(wc[0].x, wc[0].y, wc[2].x, wc[2].y);// 选取左下角和右上角
mt.SetVector("_ClipRect", clipRect); // 设置裁剪区域
mt.SetFloat("_UseClipRect", 1.0f); // 开启裁剪
}
}