新建材質(zhì)球坤邪,設(shè)置圖,新建image腔稀,賦值材質(zhì)球即可
Shader "ImageEffect/MaskIcon"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Mask("Base (RGB)", 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
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct a2v
{
fixed2 uv : TEXCOORD0;
half4 vertex : POSITION;
float4 color : COLOR;
};
fixed4 _Color;
struct v2f
{
fixed2 uv : TEXCOORD0;
half4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _MainTex;
sampler2D _Mask;
v2f vert(a2v i)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, i.vertex);
o.uv = i.uv;
o.color = i.color * _Color;
return o;
}
fixed4 frag(v2f i) : COLOR
{
half4 color = tex2D(_MainTex, i.uv) * i.color;
half4 mask = tex2D(_Mask, i.uv);
color.a *= mask.a;
return color;
}
ENDCG
}
}
}