unity无锯齿遮罩shader

unity自带的mask组件很low,会有明显的锯齿感,而用shader可以在大多数情况下避免这种现象

如下图,左侧为unity自带Mask的效果,右侧为shader效果,有一些细微的区别
在这里插入图片描述
下面是两种不同的写法,效果基本一致
Shader1:

Shader "Custom/CircleMask" {
    
    
    Properties {
    
    
        _MainTex ("MainTex", 2D) = "white" {
    
    }
        _MaskTex ("MaskTex", 2D) = "white" {
    
    }
        [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
        //MASK SUPPORT ADD
        _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
        //MASK SUPPORT END
    }
    SubShader {
    
    
        Tags {
    
    
            "IgnoreProjector"="True"
            "Queue"="Transparent"
            "RenderType"="Transparent"
        }
        //MASK SUPPORT ADD
        Stencil
        {
    
    
            Ref [_Stencil]
            Comp [_StencilComp]
            Pass [_StencilOp]
            ReadMask [_StencilReadMask]
            WriteMask [_StencilWriteMask]
        }
        ColorMask [_ColorMask]
        //MASK SUPPORT END
        Pass {
    
    
            Name "FORWARD"
            Tags {
    
    
                "LightMode"="ForwardBase"
            }
            Blend SrcAlpha OneMinusSrcAlpha
            ZWrite Off
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #include "UnityCG.cginc"
            #pragma multi_compile_fwdbase
            #pragma only_renderers d3d9 d3d11 glcore gles
            #pragma target 3.0
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform sampler2D _MaskTex; uniform float4 _MaskTex_ST;
            struct VertexInput {
    
    
                float4 vertex : POSITION;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
    
    
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
            };
            VertexOutput vert (VertexInput v) {
    
    
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.pos = UnityObjectToClipPos( v.vertex );
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
    
    
// Lighting:
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
                float3 finalColor = _MainTex_var.rgb;
                float4 _MaskTex_var = tex2D(_MaskTex,TRANSFORM_TEX(i.uv0, _MaskTex));
                return fixed4(finalColor,_MaskTex_var.a);
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
}

原文链接:https://blog.csdn.net/liujunjie612/article/details/84954242

shader2:

Shader "Custom/Mask" {
    
    
	Properties {
    
    
		_MainTex ("Base (RGB)", 2D) = "white" {
    
    }//目标图片,即需要被遮罩的图片
		_MaskLayer("Culling Mask",2D) = "white"{
    
    }//混合的图片,设置为白色的图片,任何颜色与白色混合,其颜色不变
		_Cutoff("Alpha cutoff",Range(0,1)) = 0
	}
	SubShader {
    
    
		Tags {
    
     
			"Queue"="Transparent" 
		}//渲染队列设置为  以从后往前的顺序渲染透明物体
		Lighting off //关闭光照
		ZWrite off //关闭深度缓存
		Blend off //关闭混合
		AlphaTest GEqual[_Cutoff] //启用alpha测试

		Pass{
    
    
			SetTexture[_MaskLayer]{
    
    combine texture}//混合贴图
			//混合贴图,previous为放置在前一序列这样在进行AlphaTest的时候会以这个图片为主来进行混合
			SetTexture[_MainTex]{
    
    combine texture,previous}
		} 
	}
}


shader3:

Shader "UI/RoundMask"
{
    
    
    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(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0

        _RoundRadius("Round Radius", Range(0,0.5)) = 0.25
        _Width("Width", Float) = 100
        _Height("Height", Float) = 100
    }

    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 "Default"
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 2.0

            #include "UnityCG.cginc"
            #include "UnityUI.cginc"

            #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
            };

            fixed4 _Color;
            fixed4 _TextureSampleAdd;
            float4 _ClipRect;
            float _RoundRadius;
            float _Width;
            float _Height;

            v2f vert(appdata_t IN)
            {
    
    
                v2f OUT;
                UNITY_SETUP_INSTANCE_ID(IN);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                OUT.worldPosition = IN.vertex;
                OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

                OUT.texcoord = IN.texcoord;

                OUT.color = IN.color * _Color;
                return OUT;
            }

            sampler2D _MainTex;

            fixed4 frag(v2f IN) : SV_Target
            {
    
    
                half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;

                color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);

                #ifdef UNITY_UI_ALPHACLIP
                clip (color.a - 0.001);
                #endif

                float aspect = _Height/_Width;

                float2 center = float2(abs(round(IN.texcoord.x) - _RoundRadius*aspect),abs(round(IN.texcoord.y) - _RoundRadius));
                float a = color.a*step(distance(fixed2(IN.texcoord.x * _Width,IN.texcoord.y * _Height),fixed2(center.x * _Width,center.y * _Height)),_RoundRadius * _Height);

                float oy = max(step(IN.texcoord.y,_RoundRadius),step((1-_RoundRadius),IN.texcoord.y));
                float ox = max(step(IN.texcoord.x,_RoundRadius*aspect),step((1-_RoundRadius*aspect),IN.texcoord.x));
                color.a = ox * (oy * a + (1-oy) * color.a) + (1-ox) * color.a;
;
                return color;
            }
        ENDCG
        }
    }
}

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转载自blog.csdn.net/weixin_45023328/article/details/120710366