Unity3D Shader 引导遮罩,支持圆形、矩形、圆角矩形框

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Unity3D Shader 引导遮罩,支持圆形、矩形、圆角矩形框

2024-07-15 20:26| 来源: 网络整理| 查看: 265

unity3D新手引导遮罩,支持圆形,矩形框,圆角矩形框。图形位置和大小可以根据控件的位置和大小调节,通用所有分辨率设备。黄色区域遮挡,只有白色区域可以点穿。

原文链接:https://www.kadastudio.cn/archives/89

文章目录 一、圆形二、双圆形三、矩形四、圆角矩形五、漏洞点击实现六、使用方法七、MyGuideMask源码八、GuideMask.Shader源码

一、圆形 /// /// 创建圆形点击区域 /// /// 矩形中心点坐标 /// 矩形宽高 public void CreateCircleMask(Vector3 pos, float rad, Vector3 pos1, float rad1) { _materia.SetFloat("_MaskType", 0f); _materia.SetVector("_Origin", new Vector4(pos.x, pos.y, rad, 0)); _materia.SetVector("_TopOri", new Vector4(0,0, 0, 0)); }

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二、双圆形 /// /// 创建双圆形点击区域 /// /// 大圆形中心点坐标 /// 大圆形半径 /// 小圆形中心点坐标 /// 小圆形半径 public void CreateCircleMask(Vector3 pos, float rad, Vector3 pos1, float rad1) { _materia.SetFloat("_MaskType", 0f); _materia.SetVector("_Origin", new Vector4(pos.x, pos.y, rad, 0)); _materia.SetVector("_TopOri", new Vector4(pos1.x, pos1.y, rad1, 0)); }

在这里插入图片描述

三、矩形 /// /// 创建矩形点击区域 /// /// 矩形中心点坐标 /// 矩形宽高 public void CreateRectangleMask(Vector2 pos, Vector2 widthAndHeight, float raid) { _materia.SetFloat("_MaskType", 1f); _materia.SetVector("_Origin", new Vector4(pos.x, pos.y, widthAndHeight.x, widthAndHeight.y)); }

在这里插入图片描述

四、圆角矩形 /// /// 创建圆角矩形点击区域 /// 水平圆角矩形_MaskType为2,垂直为3 /// /// 矩形中心点坐标 /// 矩形宽高 /// 圆角大小 public void CreateCircleRectangleMask(Vector2 pos, Vector2 widthAndHeight,float raid) { _materia.SetFloat("_MaskType", 2f); _materia.SetVector("_Origin", new Vector4(pos.x, pos.y, widthAndHeight.x, widthAndHeight.y)); _materia.SetFloat("_Raid", raid); }

在这里插入图片描述 在这里插入图片描述

五、漏洞点击实现 /// /// 设置目标不被Mask遮挡 /// /// 目标 public void SetTargetImage(GameObject tg) { target = tg; } /// /// 需要继承ICanvasRaycastFilter接口 /// public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera) { //没有目标则捕捉事件渗透 if (target == null) { return true; } //在目标范围内做事件渗透 return !RectTransformUtility.RectangleContainsScreenPoint( target.GetComponent(),sp, eventCamera); } 六、使用方法

将MyGuideMask挂载到脚本上,然后通过GuideMask创建材质并赋值,根据需要调用图形对应方法。如果需点击漏洞下的组件,需将其赋值给Target。

七、MyGuideMask源码 using UnityEngine; using UnityEngine.UI; public class MyGuideMask : MonoBehaviour, ICanvasRaycastFilter { public Image _Mask; //遮罩图片 private Material _materia; private GameObject target; private void Awake() { _materia = _Mask.material; } /// /// 创建圆角矩形区域 /// /// 矩形的屏幕位置 /// 左下角位置 /// 右上角位置 /// 回调 public void CreateCircleRectangleMask(Vector2 pos, Vector2 widthAndHeight, float raid) { _materia.SetFloat("_MaskType", 2f); _materia.SetVector("_Origin", new Vector4(pos.x, pos.y, widthAndHeight.x, widthAndHeight.y)); _materia.SetFloat("_Raid", raid); } /// /// 创建矩形点击区域 /// /// 矩形中心点坐标 /// 矩形宽高 public void CreateRectangleMask(Vector2 pos, Vector2 widthAndHeight, float raid) { _materia.SetFloat("_MaskType", 1f); _materia.SetVector("_Origin", new Vector4(pos.x, pos.y, widthAndHeight.x, widthAndHeight.y)); } /// /// 创建双圆形点击区域 /// /// 大圆形中心点坐标 /// 大圆形半径 /// 小圆形中心点坐标 /// 小圆形半径 public void CreateCircleMask(Vector3 pos, float rad, Vector3 pos1, float rad1) { _materia.SetFloat("_MaskType", 0f); _materia.SetVector("_Origin", new Vector4(pos.x, pos.y, rad, 0)); _materia.SetVector("_TopOri", new Vector4(pos1.x, pos1.y, rad1, 0)); } /// /// 设置目标不被Mask遮挡 /// /// 目标 public void SetTargetImage(GameObject tg) { target = tg; } public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera) { //没有目标则捕捉事件渗透 if (target == null) { return true; } //在目标范围内做事件渗透 return !RectTransformUtility.RectangleContainsScreenPoint(target.GetComponent(), sp, eventCamera); } } 八、GuideMask.Shader源码 Shader "UI/GuideMask" { 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 _Origin("Rect",Vector) = (0,0,0,0) _TopOri("TopCircle",Vector) = (0,0,0,0) _Raid("RectRaid",Range(0,100)) = 0 _MaskType("Type",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" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f{ float4 vertex:SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; }; sampler2D _MainTex; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _Origin; float4 _TopOri; float _Raid; float _MaskType; //0 圆形 1 矩形 2 圆角矩形 v2f vert(appdata_t IN){ v2f OUT; OUT.worldPosition = IN.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; return OUT; } //垂直圆角矩形 fixed checkInCircleRectVectory (float4 worldPosition) { float4 rec1Pos=float4(_Origin.x-_Origin.z/2,_Origin.y-_Origin.w/2-_Raid,_Origin.x+_Origin.z/2,_Origin.y+_Origin.w/2+_Raid); float4 rec2Pos=float4(_Origin.x-_Origin.z/2+_Raid,_Origin.y-_Origin.w/2-2*_Raid,_Origin.x+_Origin.z/2-_Raid,_Origin.y+_Origin.w/2+2*_Raid); fixed2 step1=step(rec1Pos.xy, worldPosition.xy) * step(worldPosition.xy, rec1Pos.zw); fixed2 step2=step(rec2Pos.xy, worldPosition.xy) * step(worldPosition.xy, rec2Pos.zw); fixed rec1=step1.x*step1.y


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