使用透明度实现Mask遮罩的Unity Shader
发表于2016-11-09
关于遮罩的需求
将矩形的图片做成圆角矩形、圆形
常用实现方式
使用UGUI自带的Mask组件实现
使用网上一搜一大把的简单切割shader实现
存在的问题
这些实现方案容易出现锯齿问题,见下图
锯齿的由来
由于屏幕都是像素化的,所以看似圆滑的曲线,在屏幕上其实都是有锯齿的,但由于人眼的识别能力有限,所以当锯齿小到一定程度的时候就会认为曲线是圆滑的。
然而,由于分辨率问题,我们很难做到锯齿足够小,所以需要在产生锯齿的边缘添加颜色过渡,避免明显的分界线,从而使人眼忽略锯齿问题。
现有方案的锯齿原因
由于现有方案是简单的判断遮罩的边界:
UGUI的Mask组件是通过透明度判断,如果遮罩某像素点透明度达到一个值,则该像素点对应的颜色透明度不变,否则透明度置为0 ,使用遮罩的透明度作为掩码写入缓冲区,之后只渲染缓冲区为1的区域。
以下为官方文档说明Implementation
Masking is implemented using the stencil buffer of the GPU.
The first Mask element writes a 1 to the stencil buffer
All elements below the mask check when rendering, and only render to areas where there is a 1 in the stencil buffer
Nested Masks will write incremental bit masks into the buffer, this means that renderable children need to have the logical & of the stencil values to be rendered.
简单切割shader的实现是通过边缘检测来判断该点是否显示,不显示则透明度置为0
发现了吗,这些方案都是非黑即白的的方案,根本实现不了颜色过渡,所以存在锯齿的现象
解决方案
我给出的方案是使用透明度叠加来做
1、制作一张PS做的带透明度过渡的遮罩
2、编写shader,获取这张遮罩的透明度,将该透明度和目标图片的透明度进行混合效果
使用遮罩前
shader代码
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 | Shader "ImageEffect/MaskIcon" { Properties { [PerRendererData] _MainTex ( "Sprite Texture" , 2D) = "white" {} _Mask ( "Base (RGB)" , 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" "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 { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_ALPHACLIP struct a2v { fixed2 uv : TEXCOORD0; half4 vertex : POSITION; float4 color : COLOR; }; fixed4 _Color; struct v2f { fixed2 uv : TEXCOORD0; half4 vertex : SV_POSITION; float4 color : COLOR; }; sampler2D _MainTex; sampler2D _Mask; v2f vert (a2v i) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, i.vertex); o.uv = i.uv; o.color = i.color * _Color; return o; } fixed4 frag (v2f i) : COLOR { half4 color = tex2D(_MainTex, i.uv) * i.color; half4 mask = tex2D(_Mask, i.uv); color.a *= mask.a; return color; } ENDCG } } } |