Unity3D Shader实现动态圆形屏幕遮罩

策划想加一个切换场景时有圆形遮罩淡入淡出的效果。
屏幕可视范围跟随目标物体移动,可修改可视范围大小,边缘渐变大小、以及遮罩颜色,支持最高物体数量可在Shader中修改,当前版本支持最多9个物体。

效果图如下:
在这里插入图片描述

控制面板如下:
在这里插入图片描述
Shader代码如下:

Shader "Peter/DarkEffect"
{
    
    
 Properties
 {
    
    
  _MainTex ("Texture", 2D) = "white" {
    
    }
 }
 
 SubShader
 {
    
    
  // No culling or depth
  Cull Off ZWrite Off ZTest Always
 
  Pass
  {
    
    
   CGPROGRAM
   #pragma vertex vert
   #pragma fragment frag
 
   #include "UnityCG.cginc"
 
   //追踪物体最多个数
   #define ItemSize 9
 
   struct appdata
   {
    
    
    float4 vertex : POSITION;
    float2 uv : TEXCOORD0;
   };
 
   struct v2f
   {
    
    
    float2 uv : TEXCOORD0;
    float4 vertex : SV_POSITION;
   };
 
   sampler2D _MainTex;
 
   fixed4 _DarkColor;
   float _SmoothLength;
   fixed _ItemCnt;
   float4 _Item[ItemSize];
 
   v2f vert (appdata v)
   {
    
    
    v2f o;
    o.vertex = UnityObjectToClipPos(v.vertex);
    o.uv = v.uv;
    return o;
   }
 
   fixed CalcAlpha(float4 vt, float4 pt)
   {
    
    
    if(pt.z < 0)
    {
    
    
     return 1;
    }
 
    float distPow2 = pow(vt.x - pt.x, 2) + pow(vt.y - pt.y, 2);
    float dist = (distPow2 > 0) ? sqrt(distPow2) : 0;
 
    float smoothLength = _SmoothLength;
    if(smoothLength < 0)
    {
    
    
     smoothLength = 0;
    }
 
    float maxValue = pt.z;
    float minValue = pt.z - smoothLength;
    if(minValue < 0)
    {
    
    
     minValue = 0;
     smoothLength = pt.z;
    }
 
    if(dist <= minValue)
    {
    
    
     return 0;
    }
    else if (dist > maxValue)
    {
    
    
     return 1;
    }
 
    fixed retVal = (dist - minValue) / smoothLength;
 
    return retVal;
   }
 
   fixed4 frag (v2f i) : SV_Target
   {
    
    
    fixed alphaVal = 1;
    fixed tmpVal = 1;
 
    for(fixed index = 0; index < _ItemCnt; ++index)
    {
    
    
     tmpVal = CalcAlpha(i.vertex, _Item[index]);
     if(tmpVal < alphaVal)
     {
    
    
      alphaVal = tmpVal;
     }
    }
 
    alphaVal *= _DarkColor.a;
 
    return tex2D(_MainTex, i.uv) * ( 1 - alphaVal) + _DarkColor * alphaVal;
   }
 
   ENDCG
  }
 }
}

C#调用代码如下:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
public class DarkEffect : MonoBehaviour
{
    
    
 [System.Serializable]
 public class Item
 {
    
    
  [SerializeField]
  public Transform target;
 
  [SerializeField]
  public int radius;
 
  public Vector3 GetScreenPosition(Camera cam)
  {
    
    
   return cam.WorldToScreenPoint(target.position);
  }
 }
 
 //渐变像素数量
 public int _smoothLength = 20;
 //遮罩混合颜色
 public Color _darkColor = Color.black;
 //目标物体
 public List<Item> _items = new List<Item>();
 
 protected Material _mainMaterial;
 protected Camera _mainCamera;
 
 Vector4[] _itemDatas;
 Item _tmpItem;
 Vector4 _tmpVt;
 Vector3 _tmpPos;
 int _tmpScreenHeight;
 
 private void OnEnable()
 {
    
    
  _mainMaterial = new Material(Shader.Find("Peter/DarkEffect"));
  _mainCamera = GetComponent<Camera>();
 }
 
 private void OnRenderImage(RenderTexture source, RenderTexture destination)
 {
    
    
 
  if (_itemDatas == null || _itemDatas.Length != _items.Count)
  {
    
    
   _itemDatas = new Vector4[_items.Count];
  }
 
  _tmpScreenHeight = Screen.height;
 
  for (int i = 0; i < _items.Count; i++)
  {
    
    
   _tmpItem = _items[i];
   _tmpPos = _tmpItem.GetScreenPosition(_mainCamera);
 
   _tmpVt.x = _tmpPos.x;
   _tmpVt.y = _tmpScreenHeight - _tmpPos.y;
   _tmpVt.z = _tmpItem.radius;
   _tmpVt.w = 0;
 
   _itemDatas[i] = _tmpVt;
  }
 
  _mainMaterial.SetInt("_SmoothLength", _smoothLength);
  _mainMaterial.SetColor("_DarkColor", _darkColor);
  _mainMaterial.SetInt("_ItemCnt", _itemDatas.Length);
  _mainMaterial.SetVectorArray("_Item", _itemDatas);
 
  Graphics.Blit(source, destination, _mainMaterial);
 }
}

然后自己在控制脚本中为了实现自己需求增加了如下代码:

	public static DarkEffect instance;
    private void Start()
    {
    
    
        instance = this;
        _items.Clear();
        _items.Add(new Item());
        _items[0].target = transform.position;
        _items[0].radius = 0;
        Invoke("FadeOut", 0.1f);
    }
    
    //淡入
    public void FadeIn(Transform transform, Action action = null)
    {
    
    
        mask.gameObject.SetActive(true);
        _items[0].radius = 1600;
        _items[0].target = transform.position;
        DOTween.To(() => _items[0].radius, _ => _items[0].radius = _, 0, 0.6f).OnComplete(() => FadeOut()).OnComplete(() => action?.Invoke());
    }

    //淡出
    public void FadeOut()
    {
    
    
        _items[0].radius = 0;
        _items[0].target = transform.position;
        DOTween.To(() => _items[0].radius, v => _items[0].radius = v, 1600, 0.6f);
    }

最终效果如下图所示:
在这里插入图片描述

要注意radius的大小能否在不同目标位置下遮住所有屏幕。自己测试了下手游可以设为1800。

打包真机测试遇到了遮罩位置与unity中不同的问题,可以参考下面博客解决。
unity shader在不同平台表现不一致

原文地址

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转载自blog.csdn.net/qq_39162826/article/details/106906900#comments_24646706