Unity uses Shader to quickly make a circular mask
How to use Shader to make circles, chamfers and edge blur
orange foreword
Hello everyone, I am Orange, and I recently made a function similar to a music player.
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,
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
After creating the folder just now, select Custom and drag UICircular into the Inspector
as shown in the figure.
3. Create the Image to be blurred
Fourth, debug the Shader parameters until you are satisfied
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.
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