using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 挂于裁剪物体身上的脚本,用于设置裁剪区域_ClipRect [Vector4]
/// </summary>
public class ClipTest : MonoBehaviour
{
//作为裁剪区域的物体
public GameObject go;
Material mat;
Vector2 localLbPos;
Vector2 localrtPos;
void Start()
{
//获取go物体的RectTransform四个角落点的世界坐标位置Vector3
RectTransform rectTras = go.GetComponent<RectTransform>();
Vector3[] worldPos = new Vector3[4];
rectTras.GetWorldCorners(worldPos);
//获取左下角位置
mat = GetComponent<Image>().material;
Vector3 lbPos = worldPos[0];
Vector3 rtPos = worldPos[2];
//获取其所在的Canvas
Canvas canvas = GetComponentInParent<Canvas>();
RectTransform rectTransCanvas = canvas.GetComponent<RectTransform>();
//世界转屏幕
lbPos = Camera.main.WorldToScreenPoint(lbPos);
//屏幕转Canvas本地坐标点, 若不正确可将第三参数置null
//Vector2 localLbPos;
RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransCanvas, lbPos, Camera.main, out localLbPos);
//同理
rtPos = Camera.main.WorldToScreenPoint(rtPos);
//Vector2 localrtPos;
RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransCanvas, rtPos, Camera.main, out localrtPos);
//设置Shader的裁剪区域
//用于shader代码:UnityGet2DClipping(IN.worldPosition.xy, _CustomClipRect); //注意:IN.modelPosition是模型空间坐标
mat.SetVector("_CustomClipRect", new Vector4(localLbPos.x, localLbPos.y, localrtPos.x, localrtPos.y));
//以此达到裁剪目的, UnityGet2DClipping函数满足模型空间坐标在裁剪区域内就会返回1,否则返回0,可根据具体需求利用好这个返回值进行裁剪(例如乘以最终输出颜色alpha)
}
}
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "UI/Default123"
{
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(UI_CLIP_RECT)] _UIClipRect("Use Clip Rect", Float) = 0
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
}
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 "Default1"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
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
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _MainTex_ST;
float4 _CustomClipRect;
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(v.vertex);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
//需激活UI_CLIP_RECT变体即可产生效果
#ifdef UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _CustomClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}
ClipTest脚本挂在被遮罩的UI身上并赋上材质(Default123着色器的材质),必须勾选上UseClipRect选项(激活变体裁剪效果生效),RectMask物体是充当遮罩区域的UI物体。
有什么问题,可以评论留言一下,基本都会回复~