Shader "chicai/UIRectClip"
{
Properties
{
[PerRendererData]_MainTex ("MainTex", 2D) = "white" {}
_Ref("Ref",int) = 0
[Enum(UnityEngine.Rendering.CompareFunction)]_StencilComp("Stencil Comp",int) = 0
[Enum(UnityEngine.Rendering.StencilOp)]_StencilOp("Stencil OP",int) = 0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGBA
Stencil
{
Ref [_Ref]
ReadMask 3
Comp [_StencilComp]
Pass [_StencilOp]
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ UNITY_UI_CLIP_RECT//内置的宏定义,有RectMask2D会自动对它修改
#include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
fixed4 color : COLOR;//UI的颜色 传过来的是顶点颜色
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
fixed4 worldPos : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _ClipRect;//内置变量 RectMask2D组件
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
o.worldPos = v.vertex;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
col *= i.color;
#if UNITY_UI_CLIP_RECT
fixed2 rect = clip(_ClipRect.xy, i.worldPos.xy) * clip(i.worldPos.xy, _ClipRect.zw);
col.a *= rect.x * rect.y;
//col.a *= UnityGet2DClipping(i.worldPos, _ClipRect);
#endif
return col;
}
ENDCG
}
}
}