NDC坐标:把裁剪空间中的坐标归一化后得到的坐标。取值范围[-1,1]
示例:让屏幕画面渐隐
工程如图
FadeOut.shader代码
Shader "Custom/FadeOut"
{
Properties
{
//材质面板中隐藏_MainTex
[PerRendererData] _MainTex ("Texture", 2D) = "white" {}
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
//默认预览样式Plane
"PreviewType"="Plane"
//支持Sprite
"CanUseSpriteAtlas"="True"
}
LOD 100
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#pragma multi_compile PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
//NDC坐标
float2 ndc_uv : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
//NDC坐标=裁剪空间坐标/w
o.ndc_uv = v.vertex.xy / v.vertex.w;
#ifdef PIXELSNAP_ON
o.vertex = UnityPixelSnap (o.vertex);
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//ndc的z坐标取值范围[-1,1]——OpenGL
//ndc的z坐标取值范围[0, 1]——DirectX
//ndc的x,y坐标取值范围[0,1]
//alpha取值范围[0,1]
float a = i.ndc_uv.y;
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
col.a = a;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
使用FadeOut.shader前的效果
使用FadeOut.shader后的效果
参考 http://blog.csdn.net/manwithrose/article/details/23704625