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  • Unity shader UI的3D效果

    原创,转载请标明出处

    1、效果

    scene视图中的效果:

    game视图中效果:

     2、核心思想:改变UI的顶点坐标

    3、好处:可以用正交相机来实现3D效果。

    4、Shader 实现

    // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
    
    Shader "UI/UI3DEffects"
    {
        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
    
            [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
    
            _Change("Change",Range(0,1)) = 1.0
        }
    
        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 //是否剔除背面
            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"
    
                #pragma multi_compile __ UNITY_UI_CLIP_RECT
                #pragma multi_compile __ UNITY_UI_ALPHACLIP
    
                struct appdata_t
                {
                    float4 vertex   : POSITION;
                    float4 color    : COLOR;
                    float2 texcoord : TEXCOORD0;
                    UNITY_VERTEX_INPUT_INSTANCE_ID
                };
    
                struct v2f
                {
                    float4 vertex   : SV_POSITION;
                    fixed4 color    : COLOR;
                    float2 texcoord  : TEXCOORD0;
                    float4 worldPosition : TEXCOORD1;
                    UNITY_VERTEX_OUTPUT_STEREO
                };
    
                fixed4 _Color;
                fixed4 _TextureSampleAdd;
                float4 _ClipRect;
                float _Change;
                v2f vert(appdata_t v)
                {
                    v2f OUT;
                    UNITY_SETUP_INSTANCE_ID(v);
                    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
    
                    //修改顶点位置
                    if (v.vertex.x< 0)
                    {
                        OUT.worldPosition = v.vertex;
                    }
                    else 
                    {
                        OUT.worldPosition = v.vertex*_Change;
                    }
                    
                    OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
    
                    OUT.texcoord = v.texcoord;
    
                    OUT.color = v.color * _Color;
                    return OUT;
                }
    
                sampler2D _MainTex;
    
                fixed4 frag(v2f IN) : SV_Target
                {
                    half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
    
                    #ifdef UNITY_UI_CLIP_RECT
                    color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
                    #endif
    
                    #ifdef UNITY_UI_ALPHACLIP
                    clip (color.a - 0.001);
                    #endif
    
                    return color;
                }
            ENDCG
            }
        }
    }

    5、使用:

    通过修改Change的值修改效果

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  • 原文地址:https://www.cnblogs.com/Jason-c/p/9772106.html
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