Unity SpriteRender 支持Tile平铺的Shader
发表于2018-03-06
默认的SpriteRender不支持平铺,因此需要重复平铺地砖的时候,要么就得用一个Quad,要么就得重复的铺多个SpriteRender。
使用Quad的情况下,还需要处理Z轴,比较麻烦,要不就会出现Z-Fighting(个别小米手机上会出现)
而使用平铺很多SpriteRanderer的方法,又会引起效能损耗。于是想通过修改Unity内置的Shader的方式,让SpriteRender支持平铺,下面就给大家介绍这个支持Tile平铺的Shader。
效果如下:
设置如下:
Shader如下:
Shader "Sprite/SupportTiling" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1, 1, 1, 1) _RepeatX("RepeatX", float) = 1 _RepeatY("RepeatY", float) = 1 [MaterialToggle] PixelSnap("Pixel snap", Float) = 0 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Cull Off Lighting Off ZWrite Off Blend One OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile _ PIXELSNAP_ON #pragma multi_compile _ ETC1_EXTERNAL_ALPHA #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; fixed4 _Color; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap(OUT.vertex); #endif return OUT; } sampler2D _MainTex; sampler2D _AlphaTex; fixed _RepeatX; fixed _RepeatY; fixed4 SampleSpriteTexture(float2 uv) { uv.x = (uv.x - (int)(uv.x / (1 / _RepeatX)) * (1 / _RepeatX)) * _RepeatX; uv.y = (uv.y - (int)(uv.y / (1 / _RepeatY)) * (1 / _RepeatY)) * _RepeatY; fixed4 color = tex2D(_MainTex, uv); #if ETC1_EXTERNAL_ALPHA // get the color from an external texture (usecase: Alpha support for ETC1 on android) color.a = tex2D(_AlphaTex, uv).r; #endif //ETC1_EXTERNAL_ALPHA return color; } fixed4 frag(v2f IN) : SV_Target { fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color; c.rgb *= c.a; return c; } ENDCG } } }