1、工程截图
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