未添加shader前:

添加shader后:

可以看到在mask外的部分全部被“裁剪”了
对代码中的命令不清楚可以查看上一篇中的介绍:
Shader "Unlit/stencil_maskAdd"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags {"Queue"="Geometry+2" "RenderType"="Opaque" }
LOD 100
Pass
{
Stencil
{
Ref 5
Comp Equal
Pass Replace
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
Shader "Unlit/stencil_maskBase"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags {"Queue"="Geometry+1" "RenderType"="Opaque" }
LOD 100
Pass
{
Stencil
{
Ref 5
Comp Always
Pass Replace
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
本文详细介绍如何在Unity中使用Shader结合Stencil Mask实现精确的图形裁剪效果。通过对比未添加与添加Shader后的变化,清晰展示Stencil Mask如何精确控制渲染区域,避免不必要的图形绘制,提高渲染效率。

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