URP-UI裁剪

作者:追风剑情 发布于:2025-7-9 13:57 分类:Shader

1、工程截图

3333.png

2、Shader

//UI矩形裁剪
Shader "Custom/URP/Unlit/UIClipRect"
{
    Properties
    {
        //Image和RawImage组件默认将自己的纹理传递给Shader的_MainTex
        [PerRendererData]//纹理将由渲染器提供
        _MainTex("Base Map", 2D) = "white" {}
        //UV区域
        _ClipArea("Clip Rectangle", Vector) = (0, 0, 1, 1)

        //UGUI必须属性
        [HideInInspector] _StencilComp("Stencil Comparison", Float) = 8
        [HideInInspector] _Stencil("Stencil ID", Float) = 0
        [HideInInspector] _StencilOp("Stencil Operation", Float) = 0
        [HideInInspector] _StencilWriteMask("Stencil Write Mask", Float) = 255
        [HideInInspector] _StencilReadMask("Stencil Read Mask", Float) = 255
        [HideInInspector] _ColorMask("Color Mask", Float) = 15
    }

    SubShader
    {
        Tags
        {
            "Queue" = "Transparent"
            "RenderType" = "Transparent"
            "PreviewType" = "Plane"
            "CanUseSpriteAtlas" = "True"
            "IgnoreProjector" = "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
        {
            Name "ClipPass"
            Tags { "LightMode" = "UniversalForward" }

            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_instancing

            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl"

            struct Attributes
            {
                float4 positionOS   : POSITION;
                float2 uv           : TEXCOORD0;
                //UGUI元素会传递顶点颜色
                float4 color        : COLOR;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct Varyings
            {
                float2 uv           : TEXCOORD0;
                float4 color        : COLOR;
                float4 positionHCS   : SV_POSITION;
                UNITY_VERTEX_INPUT_INSTANCE_ID
                UNITY_VERTEX_OUTPUT_STEREO
            };

            TEXTURE2D(_MainTex);
            SAMPLER(sampler_MainTex);

            CBUFFER_START(UnityPerMaterial)
                float4 _MainTex_ST;
                float4 _ClipArea;
            CBUFFER_END

            Varyings vert(Attributes input)
            {
                Varyings output;
                UNITY_SETUP_INSTANCE_ID(input);
                UNITY_TRANSFER_INSTANCE_ID(input, output);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

                output.positionHCS = TransformObjectToHClip(input.positionOS.xyz);
                output.uv = TRANSFORM_TEX(input.uv, _MainTex);
                output.color = input.color;
                return output;
            }

            half4 frag(Varyings input) : SV_Target
            {
                UNITY_SETUP_INSTANCE_ID(input);
                UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

                half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv) * input.color;
                
                //矩形裁剪
                float2 uv = input.uv;
                float2 clipMin = _ClipArea.xy;
                float2 clipMax = _ClipArea.zw;
                
                if (uv.x < clipMin.x || uv.x > clipMax.x ||
                    uv.y < clipMin.y || uv.y > clipMax.y)
                {
                    discard;
                }

                return color;
            }
            ENDHLSL
        }
    }
    
    FallBack "Universal Render Pipeline/2D/Sprite-Unlit-Default"
    CustomEditor "UnityEditor.ShaderGraphUnlitGUI"
}


效果

22222.png

标签: Shader

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