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Unity一种更高效的遮罩实现

Unity一种更高效的遮罩实现

作者: sylo | 来源:发表于2019-11-02 09:38 被阅读0次

    游戏开发过程中难免会遇到要将矩形图片切成圆形的需求,但是Unity原生Mask组件效率低下,如果某个界面有大量这样的需求,我们就不得不实现一种更高效的Mask遮罩。

    原生Mask组件的缺陷

    • 基于Stencil Buffer实现,本身会额外占用2个Draw Call,一个设置Stencil Buffer,一个还原Stencil Buffer
    • 严重的锯齿
    • 不利于合批,Mask内的元素无法与Mask外的元素合批

    解决方案

    新的方案我们需要解决原生Mask的问题,不增加Draw Call,边缘柔和。这里我们采用自定义Shader,主图与遮罩图进行Alpha混合方案。

    实现效果如下:


    效果

    因为要两种图片进行混合,所以我们的Shader要额外传入一张Mask贴图,然后在FragmentShader中将两种贴图的Alpha值相乘,如果Mask贴图的Alpha值为0,最终颜色的Alpha值为0,相当于剪裁掉了,Mask贴图的Alpha值为1,则保持原样,而0-1的中间值则可以很好的过渡,使剪裁边缘更加柔和。核心代码很简单:

    fixed4 frag(v2f IN) : SV_Target
    {
        half4 color = tex2D(_MainTex, IN.texcoord);
        half4 maskColor = tex2D(_Mask, IN.texcoord);
    
        color.a *= maskColor.a;
        return color;
    }
    

    到这里,其实还有一点小小的问题,Main Texture跟Mask Texture共用了一套uv即IN.texcoord,如果Main Texture是散图的话没有问题,如果最后打包成了图集,问题就出现了,Mask的uv不对。所以对于Mask贴图我们得单独采用一套uv。

    对于顶点属性的修改,Unity提供了一个基类BaseMeshEffect,我们只需要继承BaseMeshEffect实现ModifyMesh接口完成Mask uv的计算。完整的代码如下:

    C#代码:

    using UnityEngine;
    using UnityEngine.Sprites;
    using UnityEngine.UI;
    
    [RequireComponent(typeof(Image))]
    public class MaskImage : BaseMeshEffect
    {
        private Image _image;
    
        protected override void Awake()
        {
            base.Awake();
    
            _image = GetComponent<Image>();
        }
    
        public override void ModifyMesh(VertexHelper vh)
        {
            if (!IsActive())
                return;
    
            var overrideSprite = _image.overrideSprite;
            var uv = overrideSprite != null ? DataUtility.GetOuterUV(overrideSprite) : Vector4.zero;
            var uvWidth = uv.z - uv.x;
            var uvHeight = uv.w - uv.y;
    
            if (uvWidth == 0 || uvHeight == 0)
                return;
    
            var vertCount = vh.currentVertCount;
            var vert = new UIVertex();
            for (var i = 0; i < vertCount; ++i)
            {
                vh.PopulateUIVertex(ref vert, i);
                vert.uv1.x = (vert.uv0.x - uv.x) / uvWidth;
                vert.uv1.y = (vert.uv0.y - uv.y) / uvHeight;
                vh.SetUIVertex(vert, i);
            }
        }
    }
    

    Shader代码:

    Shader "Custom/ImageMask"
    {
        Properties
        {
            [PerRendererData] _MainTex ("Texture", 2D) = "white" {}
            _Mask ("Mask", 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"
                "CanUseSpriteAltas"="True"
            }
            
            Stencil
            {
                Ref [_Stencil]
                Comp [_StencilComp]
                Pass [_StencilOp]
                ReadMask [_StencilReadMask]
                WriteMask [_StencilWriteMask]
            }
            
            Cull 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 appdata_t
                {
                    float4 vertex : POSITION;
                    float4 color : COLOR;
                    float2 texcoord : TEXCOORD0;
                    float2 texcoord1 : TEXCOORD1;
                };
    
                struct v2f
                {
                    float4 vertex : SV_POSITION;
                    float4 color : COLOR;
                    float2 texcoord : TEXCOORD0;
                    float2 texcoord1 : TEXCOORD1;
                    float4 worldPosition : TEXCOORD2;
                };
                
                fixed4 _Color;
                fixed4 _TextureSampleAdd;
                float4 _ClipRect;
                
                v2f vert(appdata_t IN)
                {
                    v2f OUT;
    
                    OUT.worldPosition = IN.vertex;
                    OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
    
                    OUT.texcoord = IN.texcoord;
                    OUT.texcoord1 = IN.texcoord1;
                    
                    OUT.color = IN.color * _Color;
                    return OUT;
                }
    
                sampler2D _MainTex;
                sampler2D _Mask;
    
                fixed4 frag(v2f IN) : SV_Target
                {
                    half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
                    half4 maskColor = tex2D(_Mask, IN.texcoord1);
                    
                    color.a *= maskColor.a;
                    color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
                    
                    #ifdef UNITY_UI_ALPHACLIP
                    clip (color.a - 0.001);
                    #endif
    
                    return color;
                }
                ENDCG
            }
        }
    }
    

    最后,我们需要在上层Canvas设置一下,传入第二套uv


    Additional Shader Channels

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