Unity uses Shader to quickly make a circular mask

Unity uses Shader to quickly make a circular mask


orange foreword

Hello everyone, I am Orange, and I recently made a function similar to a music player.
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After clicking to play, the circular picture in the middle will start to rotate, anyone who has used Mouyi Music or other mobile phone players will understand.
Then because I ( lazy ) don't want to cut the pictures one by one into a circle, so I want to use Shader to make a mask.


提示:以下是本篇文章正文内容,下面案例可供参考

1. Create Shader

First create a new folder, name it: Shaders,
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name it UICircular
, double-click to open it, and copy the following code into it

//By:橙子 2022-5-11 唯一博客地址:https://blog.csdn.net/weixin_45375968
Shader "Custom/UICircular"
{
    
    
	Properties
	{
    
    
		_R("圆的半径R", Range(0,1)) = 0.5
		_Blur("边缘虚化的范围", Range(0,100)) = 100

		[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
	}

		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_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
				};

				fixed4 _Color;
				fixed4 _TextureSampleAdd;
				float4 _ClipRect;
				float _R;
				float _X;
				float _Y;
				float _Blur;

				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(OUT.worldPosition);

					OUT.texcoord = v.texcoord;

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

				sampler2D _MainTex;

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

					#ifdef UNITY_UI_CLIP_RECT
					color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
					#endif

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

					//圆形
					float x = IN.texcoord.x - 0.5f;
					float y = IN.texcoord.y - 0.5f;
					float lerp = (1 - _Blur * (_R * _R - (x * x + y * y))) * color.a;//如果不加这句代码,图片边缘会有明显的锯齿
					color.a = (color.a - lerp) * step(x * x + y * y, _R * _R);//如果 _R*_R<(x*x + y * y),返回 0;否则,返回 1。

					return color;
				}
			ENDCG
			}
		}
}

2. Create Material


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After creating the folder just now, select Custom and drag UICircular into the Inspector
as shown in the figure.
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3. Create the Image to be blurred

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Fourth, debug the Shader parameters until you are satisfied

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V. Summary

Well, the above is the whole content of this tutorial, which describes how to create a Shader script and create a new shader.
Now put any photo is kept in the circle.

6. Conclusion

Less than a silicon step, nothing can reach thousands of miles.
If there is no accumulation of small currents, there will be no rivers and seas.
Improve a little every day Thank you for watching.

If you think it is helpful to you, welcome to follow, bookmark, and forward! see you next time

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Origin blog.csdn.net/weixin_45375968/article/details/124710831