时间:2025-09-05 11:30
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作者:admin
【从UnityURP开始探索游戏渲染】专栏-直达
_MaskDirection向量定义遮罩方向_MaskProgress参数(0-1范围)控制显示比例支持运行时动态调整遮罩方向和进度
内置演示动画(旋转方向和进度波动)
提供外部调用接口用于程序控制
自动规范化方向向量确保计算准确
DirectionalMask.shader
Shader "Custom/DirectionalMask"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_MaskDirection("Mask Direction", Vector) = (1,0,0,0)
_MaskProgress("Mask Progress", Range(0, 1)) = 0.5
}
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" }
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 positionWS : TEXCOORD1;
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
float4 _MainTex_ST;
float3 _MaskDirection;
float _MaskProgress;
Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
output.uv = TRANSFORM_TEX(input.uv, _MainTex);
output.positionWS = TransformObjectToWorld(input.positionOS.xyz);
return output;
}
half4 Frag(Varyings input) : SV_Target
{
half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
// 计算物体顶点在遮罩方向上的投影比例
float dotProduct = dot(normalize(input.positionWS), normalize(_MaskDirection));
float normalizedDot = (dotProduct + 1) * 0.5; // 映射到0-1范围
// 根据进度参数裁剪
clip(normalizedDot - _MaskProgress);
return col;
}
ENDHLSL
Pass
{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
}
}
DirectionalMaskController.cs
using UnityEngine;
public class DirectionalMaskController : MonoBehaviour
{
[SerializeField] private Renderer _targetRenderer;
[SerializeField] private Vector3 _maskDirection = Vector3.right;
[Range(0, 1)] public float maskProgress = 0.5f;
[SerializeField] private float _rotationSpeed = 30f;
[SerializeField] private float _progressSpeed = 0.2f;
private Material _material;
private static readonly int MaskDirection = Shader.PropertyToID("_MaskDirection");
private static readonly int MaskProgress = Shader.PropertyToID("_MaskProgress");
void Start()
{
_material = _targetRenderer.material;
UpdateShaderParams();
}
void Update()
{
// 动态旋转遮罩方向
_maskDirection = Quaternion.Euler(0, _rotationSpeed * Time.deltaTime, 0) * _maskDirection;
// 动态调整遮罩进度
maskProgress = Mathf.PingPong(Time.time * _progressSpeed, 1f);
UpdateShaderParams();
}
private void UpdateShaderParams()
{
_material.SetVector(MaskDirection, _maskDirection.normalized);
_material.SetFloat(MaskProgress, maskProgress);
}
// 外部调用接口
public void SetMaskDirection(Vector3 newDirection)
{
_maskDirection = newDirection.normalized;
UpdateShaderParams();
}
public void SetMaskProgress(float progress)
{
maskProgress = Mathf.Clamp01(progress);
UpdateShaderParams();
}
}
_MaskSharpness参数控制边缘过渡柔和度Stencil Buffer实现多物体遮罩叠加AnimationCurve控制进度变化曲线该方案相比基础遮罩实现增加了方向向量参数和动态进度控制,通过顶点投影计算实现方向性裁剪效果。控制器脚本支持运行时动态调整所有参数,并保持与Shader的高效数据交互。
unity_urp遮罩shader
Shader "Custom/TransparentColorURP" {
Properties {
_Color("Color Tint", Color) = (1,1,1,1)
_MainTex("Main Tex", 2D) = "white" {}
_AlphaScale("Alpha Scale", Range(0, 1)) = 0.5
}
SubShader {
Pass {
ZWrite On
ColorMask 0
}
Pass {
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
// HLSL代码...
}
}
}
unity_遮罩控制脚本
public class MaskController : MonoBehaviour {
public Renderer targetRenderer;
public float maskProgress = 0.5f;
void Update() {
targetRenderer.material.SetFloat("_AlphaScale",
Mathf.PingPong(Time.time, 1f));
}
}
创建一个四边形,将StencilMask做成材质赋给它。通过调整四边形的大小,来调整遮罩区域。
当然也可在c#端动态调整mesh的点来做动态异形遮罩。
将需要被遮罩的URP中Lit的物体,换成StencilLit的shader。这样原来的Lit的物体就支持StencilMask的遮罩了。
StencilMask.shader
Shader "Custom/StencilMask"
{
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry-100" }
Pass
{
ColorMask 0
ZWrite Off
Stencil {
Ref 1
Comp Always
Pass Replace
}
}
}
}
StencilLit.shader
Shader "Universal Render Pipeline/StencilLit"
{
Properties
{
// Specular vs Metallic workflow
_WorkflowMode("WorkflowMode", Float) = 1.0
[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
_Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
_SpecGlossMap("Specular", 2D) = "white" {}
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
_Parallax("Scale", Range(0.005, 0.08)) = 0.005
_ParallaxMap("Height Map", 2D) = "black" {}
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
_OcclusionMap("Occlusion", 2D) = "white" {}
[HDR] _EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
_DetailMask("Detail Mask", 2D) = "white" {}
_DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
_DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {}
_DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0
[Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
// SRP batching compatibility for Clear Coat (Not used in Lit)
[HideInInspector] _ClearCoatMask("_ClearCoatMask", Float) = 0.0
[HideInInspector] _ClearCoatSmoothness("_ClearCoatSmoothness", Float) = 0.0
// Blending state
_Surface("__surface", Float) = 0.0
_Blend("__blend", Float) = 0.0
_Cull("__cull", Float) = 2.0
[ToggleUI] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0
[HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0
[HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
// Editmode props
_QueueOffset("Queue offset", Float) = 0.0
// ObsoleteProperties
[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
[HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
[HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
[HideInInspector] _Glossiness("Smoothness", Float) = 0.0
[HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
// material work with both Universal Render Pipeline and Builtin Unity Pipeline
Tags
{
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
"UniversalMaterialType" = "Lit"
"IgnoreProjector" = "True"
}
LOD 300
// ------------------------------------------------------------------
// Forward pass. Shades all light in a single pass. GI + emission + Fog
Pass
{
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Universal Render Pipeline
Name "ForwardLit"
Tags
{
"LightMode" = "UniversalForward"
}
// -------------------------------------
// Render State Commands
Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
ZWrite[_ZWrite]
Cull[_Cull]
AlphaToMask[_AlphaToMask]
Stencil {
Ref 1
Comp Equal
Pass Keep
}
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex LitPassVertex
#pragma fragment LitPassFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _PARALLAXMAP
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local_fragment _OCCLUSIONMAP
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
#pragma shader_feature_local_fragment _SPECULAR_SETUP
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _LIGHT_LAYERS
#pragma multi_compile _ _FORWARD_PLUS
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#pragma multi_compile_fragment _ DEBUG_DISPLAY
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
// -------------------------------------
// Render State Commands
ZWrite On
ZTest LEqual
ColorMask 0
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Universal Pipeline keywords
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
ENDHLSL
}
Pass
{
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Universal Render Pipeline
Name "GBuffer"
Tags
{
"LightMode" = "UniversalGBuffer"
}
// -------------------------------------
// Render State Commands
ZWrite[_ZWrite]
ZTest LEqual
Cull[_Cull]
HLSLPROGRAM
#pragma target 4.5
// Deferred Rendering Path does not support the OpenGL-based graphics API:
// Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
#pragma exclude_renderers gles3 glcore
// -------------------------------------
// Shader Stages
#pragma vertex LitGBufferPassVertex
#pragma fragment LitGBufferPassFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _ALPHATEST_ON
//#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local_fragment _OCCLUSIONMAP
#pragma shader_feature_local _PARALLAXMAP
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
#pragma shader_feature_local_fragment _SPECULAR_SETUP
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
//#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
//#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl"
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags
{
"LightMode" = "DepthOnly"
}
// -------------------------------------
// Render State Commands
ZWrite On
ColorMask R
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
ENDHLSL
}
// This pass is used when drawing to a _CameraNormalsTexture texture
Pass
{
Name "DepthNormals"
Tags
{
"LightMode" = "DepthNormals"
}
// -------------------------------------
// Render State Commands
ZWrite On
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex DepthNormalsVertex
#pragma fragment DepthNormalsFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _PARALLAXMAP
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
// -------------------------------------
// Universal Pipeline keywords
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl"
ENDHLSL
}
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Name "Meta"
Tags
{
"LightMode" = "Meta"
}
// -------------------------------------
// Render State Commands
Cull Off
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex UniversalVertexMeta
#pragma fragment UniversalFragmentMetaLit
// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _SPECULAR_SETUP
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
#pragma shader_feature_local_fragment _SPECGLOSSMAP
#pragma shader_feature EDITOR_VISUALIZATION
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
ENDHLSL
}
Pass
{
Name "Universal2D"
Tags
{
"LightMode" = "Universal2D"
}
// -------------------------------------
// Render State Commands
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex vert
#pragma fragment frag
// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
ENDHLSL
}
}
FallBack "Hidden/Universal Render Pipeline/FallbackError"
CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader"
}
Pass {
ZTest Greater
ZWrite On
ColorMask 0
}
Pass {
ZTest LEqual
// 正常渲染...
}
| 方案类型 | 优点 | 适用场景 |
|---|---|---|
| 模板测试 | 高性能,精确控制 | 角色轮廓/固定形状遮罩 |
| 多Pass | 无需额外纹理 | 简单遮挡提示 |
| UGUI混合 | 可结合UI系统 | HUD元素遮罩 |
| RenderTexture | 效果最灵活 | 复杂动态遮罩 |
模板测试适合需要精确控制像素级显示的场景,而多Pass方案更适合简单的遮挡提示效果
【从UnityURP开始探索游戏渲染】专栏-直达
(欢迎点赞留言探讨,更多人加入进来能更加完善这个探索的过程,????)