先贴上效果图
上面这个参数是类似与遮罩的一张 图片:
遮罩的图片不能是完全透明的哦!
图片链接:
链接:https://pan.baidu.com/s/1x4HpC8_Tv3rI6Bnaemcy9Q
提取码:jlyc
注意:倒影的那张图片ImageZ轴要旋转180,代码挂在到倒影Image上面。
代码部分
using UnityEngine;
using UnityEngine.UI;
[ExecuteInEditMode]
[AddComponentMenu("UI/Effects/SoftMaskScript")]
public class bl_GallerySoftMask : MonoBehaviour
{
Material mat;
Canvas cachedCanvas = null;
Transform cachedCanvasTransform = null;
readonly Vector3[] m_WorldCorners = new Vector3[4];
readonly Vector3[] m_CanvasCorners = new Vector3[4];
[Tooltip("The area that is to be used as the container.")]
public RectTransform MaskArea;
[Tooltip("Texture to be used to do the soft alpha")]
public Texture AlphaMask;
[Tooltip("At what point to apply the alpha min range 0-1")]
[Range(0, 1)]
public float CutOff = 0;
[Tooltip("Implement a hard blend based on the Cutoff")]
public bool HardBlend = false;
[Tooltip("Flip the masks alpha value")]
public bool FlipAlphaMask = false;
[Tooltip("If a different Mask Scaling Rect is given, and this value is true, the area around the mask will not be clipped")]
public bool DontClipMaskScalingRect = false;
Vector2 maskOffset = Vector2.zero;
Vector2 maskScale = Vector2.one;
// Use this for initialization
void Start()
{
if (MaskArea == null)
{
MaskArea = GetComponent<RectTransform>();
}
var text = GetComponent<Text>();
if (text != null)
{
mat = new Material(Shader.Find("Gallery/SoftMaskShader"));
text.material = mat;
cachedCanvas = text.canvas;
cachedCanvasTransform = cachedCanvas.transform;
// For some reason, having the mask control on the parent and disabled stops the mouse interacting
// with the texture layer that is not visible.. Not needed for the Image.
if (transform.parent.GetComponent<Mask>() == null)
transform.parent.gameObject.AddComponent<Mask>();
transform.parent.GetComponent<Mask>().enabled = false;
return;
}
var graphic = GetComponent<Graphic>();
if (graphic != null)
{
mat = new Material(Shader.Find("Gallery/SoftMaskShader"));
graphic.material = mat;
cachedCanvas = graphic.canvas;
cachedCanvasTransform = cachedCanvas.transform;
}
}
void Update()
{
if (cachedCanvas != null)
{
SetMask();
}
}
void SetMask()
{
var worldRect = GetCanvasRect();
var size = worldRect.size;
maskScale.Set(1.0f / size.x, 1.0f / size.y);
maskOffset = -worldRect.min;
maskOffset.Scale(maskScale);
mat.SetTextureOffset("_AlphaMask", maskOffset);
mat.SetTextureScale("_AlphaMask", maskScale);
mat.SetTexture("_AlphaMask", AlphaMask);
mat.SetFloat("_HardBlend", HardBlend ? 1 : 0);
mat.SetInt("_FlipAlphaMask", FlipAlphaMask ? 1 : 0);
mat.SetInt("_NoOuterClip", DontClipMaskScalingRect ? 1 : 0);
mat.SetFloat("_CutOff", CutOff);
}
public Rect GetCanvasRect()
{
if (cachedCanvas == null)
return new Rect();
MaskArea.GetWorldCorners(m_WorldCorners);
for (int i = 0; i < 4; ++i)
m_CanvasCorners[i] = cachedCanvasTransform.InverseTransformPoint(m_WorldCorners[i]);
return new Rect(m_CanvasCorners[0].x, m_CanvasCorners[0].y, m_CanvasCorners[2].x - m_CanvasCorners[0].x, m_CanvasCorners[2].y - m_CanvasCorners[0].y);
}
}
Shader部分
Shader "Gallery/SoftMaskShader"
{
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
_AlphaMask("AlphaMask - Must be Wrapped",2D) = "white"{}
_CutOff("CutOff",Float) = 0
[MaterialToggle]
_HardBlend("HardBlend",Float) = 0
_FlipAlphaMask("Flip Alpha Mask",int) = 0
_NoOuterClip("Outer Clip",int) = 0
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
LOD 0
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float2 maskTexcoord : TEXCOORD1;
};
inline float UnityGet2DClipping(in float2 position, in float4 clipRect)
{
float2 inside = step(clipRect.xy, position.xy) * step(position.xy, clipRect.zw);
return inside.x * inside.y;
}
fixed4 _Color;
fixed4 _TextureSampleAdd;
sampler2D _MainTex;
bool _UseAlphaClip;
int _FlipAlphaMask = 0;
float4 _AlphaMask_ST;
sampler2D _AlphaMask;
v2f vert(appdata_t IN)
{
v2f OUT;
float4 wolrdPos = IN.vertex;
OUT.maskTexcoord = TRANSFORM_TEX(wolrdPos.xy, _AlphaMask);
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
#endif
OUT.color = IN.color * _Color;
return OUT;
}
float _CutOff;
bool _HardBlend = false;
bool _NoOuterClip = false;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
float4 inMask = float4(
step(float2(0.0f, 0.0f), IN.maskTexcoord),
step(IN.maskTexcoord, float2(1.0f, 1.0f)));
// Do we want to clip the image to the Mask Rectangle?
if (_NoOuterClip == false && all(inMask) == false)
{
color.a = 0;
}
else // It's in the mask rectangle, so apply the alpha of the mask provided.
{
float a = tex2D(_AlphaMask, IN.maskTexcoord).a;
if (a <= _CutOff)
a = 0;
else
{
if (_HardBlend)
a = 1;
}
if (_FlipAlphaMask == 1)
a = 1 - a;
color.a *= a;
}
if (_UseAlphaClip)
clip(color.a - 0.001);
return color;
}
ENDCG
}
}
}