Shader for sprite clipping

时间:2022-01-15 15:28:27

Unity3D - Shader for sprite clipping
http://*.com/questions/23165899/unity3d-shader-for-sprite-clipping

Shader "Sprites/ClipArea"
{
Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
_Length ("Length", Range(0.0, 1.0)) = 1.0
_Width ("Width", Range(0.0, 1.0)) = 0.5
} SubShader
{
LOD 200 Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
} Pass
{
Cull Off
Lighting Off
ZWrite Off
Offset -1, -1
Fog { Mode Off }
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM
#pragma vertex vert
#pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex;
float4 _MainTex_ST;
float _Length;
float _Width; struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
}; struct v2f
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
}; v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = v.texcoord;
return o;
} half4 frag (v2f IN) : COLOR
{
if ((IN.texcoord.x<0) || (IN.texcoord.x>_Width) || (IN.texcoord.y<0) || (IN.texcoord.y>_Length)) {
half4 colorTransparent = half4(0,0,0,0) ;
return colorTransparent ;
}
return tex2D(_MainTex, IN.texcoord);
}
ENDCG
}
}
}
Shader "Sprites/ClipArea"
{
Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
_Fill ("Fill", Range(0.0, 1.0)) = 1.0
_MinX ("MinX", Float) = 0
_MaxX ("MaxX", Float) = 1
} SubShader
{
LOD 200 Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
} Pass
{
Cull Off
Lighting Off
ZWrite Off
Offset -1, -1
Fog { Mode Off }
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM
#pragma vertex vert
#pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex;
float4 _MainTex_ST;
float _MinX;
float _MaxX;
float _Fill; struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
}; struct v2f
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
}; v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = v.texcoord;
return o;
} half4 frag (v2f IN) : COLOR
{
if ((IN.texcoord.x<_MinX)|| (IN.texcoord.x>(_MinX+_Fill*(_MaxX-_MinX))))
{
half4 colorTransparent = half4(0,0,0,0) ;
return colorTransparent ;
}
return tex2D(_MainTex, IN.texcoord);
}
ENDCG
}
}
}