Shader "UI/GuideMask" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) _Blur("边缘虚化的范围", Range(1,1000)) = 100 _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 //中心 _Origin("Circle",Vector) = (0,0,0,0) //裁剪方式 0圆形 1矩形 2矩形点击穿透 _MaskType("Type",Float) = 0 //是否允许点击穿透 _AllowClickThrough("Allow Click Through", 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; 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; float4 _Origin; float _MaskType; float _Blur; float _AllowClickThrough; v2f vert(appdata_t IN) { v2f OUT; UNITY_SETUP_INSTANCE_ID(IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = IN.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; return OUT; } sampler2D _MainTex; fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; if (_MaskType == 0) { //if (distance(IN.worldPosition.xy, _Origin.xy) <= _Origin.z) //{ // color.a = 0; //} float dis = distance(IN.worldPosition.xy, _Origin.xy); // 检查是否启用了点击穿透 if (_AllowClickThrough > 0.5) { // 当在洞区域内时,设置alpha为0以允许点击穿透 if (dis <= _Origin.z) { // 过滤掉距离小于半径的片元 - 完全透明 discard; // 使用discard来让该像素不渲染,允许点击穿透 } } else { // 原始逻辑 - 只是视觉上透明但不允许点击穿透 //过滤掉距离小于(半径-过渡范围)的片元 clip(dis - (_Origin.z - _Blur)); //优化if条件判断,如果距离小于半径则执行下一步,等于if(dis < _Radius) fixed tmp = step(dis, _Origin.z); //计算过渡范围内的alpha值 color.a *= (1 - tmp) + tmp * (dis - (_Origin.z - _Blur)) / _Blur; } } else if (_MaskType == 1) { //UnityGet2DClipping这个函数实现了判断2D空间中的一点是否在一个矩形区域中 if (UnityGet2DClipping(IN.worldPosition.xy, _Origin)) { color.a = 0; } } else if (_MaskType == 2) { if (UnityGet2DClipping(IN.worldPosition.xy, _Origin)) { // 检查是否启用了点击穿透 if (_AllowClickThrough > 0.5) { // 使用discard来让该像素不渲染,允许点击穿透 discard; } else { color.a = 0; #ifdef UNITY_UI_CLIP_RECT color.a *= UnityGet2DClipping(IN.worldPosition.xy, _Origin); #endif } } } return color; } ENDCG } } }