Unity3d Shader实现圆形头像
设计需要头像显示圆形,但是默认图片类型都是矩形。因为没有美术兄弟帮助所以自己搜了方法,结合在一起实现。
一、 在Unity中需要配合使用材质(Material)和Unity Shader 来实现。
(1)创建一个材质;
1.jpeg(2)创建一个Unity Shader,并把它赋值给材质;
2.jpegShader "Self/Circular"
{
Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
_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
// 以 1 - _Radius 长度为半径的圆形
_Radius ("Radius", Range(0,0.5)) = 0.5
}
SubShader
{
LOD 100
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType"="Plane"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Offset -1, -1
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _Radius;
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color;
#ifdef UNITY_HALF_TEXEL_OFFSET
o.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
#endif
return o;
}
fixed4 frag (v2f i) : COLOR
{
float2 uv = i.texcoord.xy;
float4 c = i.color;
// 左下四方块
if(uv.x < _Radius && uv.y < _Radius)
{
float2 r;
r.x = uv.x - _Radius;
r.y = uv.y - _Radius;
float rr = length(r);
// 裁剪
if(rr > _Radius)
{
c.a = 0;
}
}
// 左上四方块
else if(uv.x < _Radius && uv.y > 1- _Radius)
{
float2 r;
r.x = uv.x - _Radius;
r.y = uv.y + _Radius - 1;
float rr = length(r);
// 裁剪
if(rr > _Radius)
{
c.a = 0;
}
}
// 右下四方块
else if(uv.x > 1 - _Radius && uv.y < _Radius)
{
float2 r;
r.x = uv.x + _Radius - 1;
r.y = uv.y - _Radius;
float rr = length(r);
// 裁剪
if(rr > _Radius)
{
c.a = 0;
}
}
// 右上四方块
else if(uv.x > 1 - _Radius && uv.y > 1- _Radius)
{
float2 r;
r.x = uv.x + _Radius - 1;
r.y = uv.y + _Radius - 1;
float rr = length(r);
// 裁剪
if(rr > _Radius)
{
c.a = 0;
}
}
fixed4 col = tex2D(_MainTex, i.texcoord) * c;
clip (col.a - 0.01);
return col;
}
ENDCG
}
}
}
参考地址: http://shadowkong.com/archives/2091
网友评论