How can I make the overlapping area of two sprites transparent in Unity?

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猫巷女王i
猫巷女王i 2021-01-28 19:37

How can I make the overlapping area of two sprites transparent in Unity? Could you write a shader about it? After some research, I learned that I should use stencil buffer, but

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  •  挽巷
    挽巷 (楼主)
    2021-01-28 20:38

    There you go, keep in mind this is the first time I'm using stencil so I might have done something less than optimal. But it works with sprites as you requested.

    // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
    
    Shader "Sprites/Stencil"
    {
        Properties
        {
            [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
            _Color ("Tint", Color) = (1,1,1,1)
            [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
        }
    
        SubShader
        {
            Tags
            { 
                "Queue"="Transparent" 
                "IgnoreProjector"="True" 
                "RenderType"="Transparent" 
                "PreviewType"="Plane"
                "CanUseSpriteAtlas"="True"
            }
    
            Cull Off
            Lighting Off
            ZWrite Off
            Blend One OneMinusSrcAlpha
    
    
    
            Pass
            {
                Stencil {
                    Ref 1
                    Comp Greater
                    Pass replace
                    Fail Zero
                }
    
            CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
    
                struct appdata {
                    float4 vertex : POSITION;
                };
                struct v2f {
                    float4 pos : SV_POSITION;
                };
                v2f vert(appdata v) {
                    v2f o;
                    o.pos = UnityObjectToClipPos(v.vertex);
                    return o;
                }
                half4 frag(v2f i) : SV_Target {
                    return half4(0,0,0,0);
                }
            ENDCG
            }
    
            Pass
            {
                Stencil {
                    Ref 1
                    Comp equal
                    Pass keep 
                }
    
            CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma multi_compile _ PIXELSNAP_ON
                #include "UnityCG.cginc"
    
                struct appdata_t
                {
                    float4 vertex   : POSITION;
                    float4 color    : COLOR;
                    float2 texcoord : TEXCOORD0;
                };
    
                struct v2f
                {
                    float4 vertex   : SV_POSITION;
                    fixed4 color    : COLOR;
                    float2 texcoord  : TEXCOORD0;
                };
    
                fixed4 _Color;
    
                v2f vert(appdata_t IN)
                {
                    v2f OUT;
                    OUT.vertex = UnityObjectToClipPos(IN.vertex);
                    OUT.texcoord = IN.texcoord;
                    OUT.color = IN.color * _Color;
                    #ifdef PIXELSNAP_ON
                    OUT.vertex = UnityPixelSnap (OUT.vertex);
                    #endif
    
                    return OUT;
                }
    
                sampler2D _MainTex;
                sampler2D _AlphaTex;
                float _AlphaSplitEnabled;
    
                fixed4 SampleSpriteTexture (float2 uv)
                {
                    fixed4 color = tex2D (_MainTex, uv);
    
    #if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
                    if (_AlphaSplitEnabled)
                        color.a = tex2D (_AlphaTex, uv).r;
    #endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
    
                    return color;
                }
    
                fixed4 frag(v2f IN) : SV_Target
                {
                    fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
                    c.rgb *= c.a;
                    return c;
                }
            ENDCG
            }
        }
    }
    

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