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今天我们讨论一下,如何在unity3d的一个plane中显示多张贴图的一部分,组合贴图。
首先新建一个plane
然后在project面板新建一个材质
将材质赋给这个plane
然后编写shader whiteboard.shader
将这个shader赋给材质
- Shader "Custom/WhiteBoard" {
- Properties
- {
- //下面三个是要叠加的贴图
- _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
- _MiddleTex ("Middle (RGB),Alpha (A)", 2D) = "white" {}
- _TopTex ("Top (RGB),Alpha (A)", 2D) = "white" {}
- _WhiteBoardTex ("WhiteBoard (RGB),Alpha (A)", 2D) = "white" {}//需要一个白色的贴图做底色
-
- _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 - _Height 长度为高度
- _Height ("Radius", Range(0,0.5)) = 0.5
-
- _TopRate ("TopRate", Range(0,1)) = 0.33 //显示裁剪的比例
- _MiddleRate ("MiddleRate", Range(0,1)) = 0.33
- _ButtomRate ("ButtomRate", Range(0,1)) = 0.33
- }
-
- 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 _Height;
- float _TopRate;
- float _MiddleRate;
- float _ButtomRate;
-
- 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;
- sampler2D _MiddleTex;
- sampler2D _TopTex;
- sampler2D _WhiteBoardTex;
- 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
- {
- fixed4 col2 = tex2D(_MiddleTex, i.texcoord) ;//获得贴图的rgba,颜色像素信息
- fixed4 base_col = tex2D(_MainTex, i.texcoord) ;
- fixed4 top_pic = tex2D(_TopTex, i.texcoord) ;
- fixed4 white_canva = tex2D(_WhiteBoardTex, i.texcoord) ;
-
- float2 uv = i.texcoord.xy; //输入的面的uv坐标
- float4 c = i.color; //输入的面的颜色信息
- float4 c1 = i.color;
- float4 c3 = i.color;
- float4 c_alpha_mask = i.color;
-
- fixed4 col4 = col2;
-
- if( uv.y < _TopRate && uv.y > 0.0)
- {
- c.rgba = col2.rgba;//根据不同的uv坐标显示不同贴图的颜色信息
- }
- if( uv.y > _TopRate + _MiddleRate && uv.y <1.0)
- {
- c1.rgba = base_col.rgba;
- }
-
- if(uv.y>_TopRate && uv.y<_TopRate + _MiddleRate)
- {
- c3.rgba = top_pic.rgba;
- }
-
- fixed4 col_a = white_canva * c * c1 *c3;//将颜色信息与白色底图叠加
- return col_a; //最后输出叠加后的颜色信息,贴图就叠加完成
- }
-
- ENDCG
- }
- }
- }
这样就可以实现在不同的uv坐标下,显示不同的贴图,达到贴图的叠加了。
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