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# 支持stencil裁剪, 支持RectMask2D裁剪

# 不影响合批

 shader: 在UI-Default的基础上修改

Shader "Custom/UI-Default-AvatarMask"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _Color ("Tint", Color) = (1,1,1,1)
 
        [Enum(UnityEngine.Rendering.CompareFunction)]_StencilComp ("Stencil Comparison", Float) = 0
        _Stencil ("Stencil ID", Range(0, 255)) = 0
        [Enum(UnityEngine.Rendering.StencilOp)]_StencilOp ("Stencil Operation", Float) = 0
        _StencilWriteMask ("Stencil Write Mask", Float) = 255
        _StencilReadMask ("Stencil Read Mask", Float) = 255
 
        [Enum(UnityEngine.Rendering.ColorWriteMask)]_ColorMask ("Color Mask", Float) = 15

        //[Toggle(UNITY_UI_CLIP_RECT)] _UseUIClipRect ("Use Clip Rect", Float) = 0
        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0

        _Mask ("Mask Texture", 2D) = "white" {} //mask贴图
    }
 
    SubShader
    {
        Tags
        {
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="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 "Default"
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 2.0
 
            #include "UnityCG.cginc"
            #include "UnityUI.cginc"
 
            #pragma multi_compile __ UNITY_UI_CLIP_RECT
            #pragma multi_compile __ UNITY_UI_ALPHACLIP
        
            struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };
 
            struct v2f
            {
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                float2 texcoord  : TEXCOORD0;
                float4 worldPosition : TEXCOORD1;
                UNITY_VERTEX_OUTPUT_STEREO
            };
 
            sampler2D _MainTex;
            fixed4 _Color;
            fixed4 _TextureSampleAdd;
            float4 _ClipRect;
            float4 _MainTex_ST;

            sampler2D _Mask;
 
            v2f vert(appdata_t v)
            {
                v2f OUT;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                OUT.vertex = UnityObjectToClipPos(v.vertex);
                OUT.worldPosition = v.vertex; //mul(unity_ObjectToWorld, v.vertex); //不能用后面这句
 
                OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
 
                OUT.color = v.color * _Color;
                return OUT;
            }
 
            fixed4 frag(v2f IN) : SV_Target
            {
                half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;

                #ifdef UNITY_UI_CLIP_RECT
                color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
                #endif

                #ifdef UNITY_UI_ALPHACLIP
                clip(color.a - 0.001);
                #endif

                half4 mask = tex2D(_Mask, IN.texcoord);
                color.a *= mask.a;
                
                return color;
            }
        ENDCG
        }
    }
}

【参考】

https://www.jianshu.com/p/1d9d439c28fa

https://www.cnblogs.com/Jason-c/p/11018882.html, 圆形、矩形、边缘柔滑