From 8fa7de8988e476a48e9177c962b8fb4267fd5e34 Mon Sep 17 00:00:00 2001 From: yyl <yyl> Date: 星期五, 30 五月 2025 11:39:35 +0800 Subject: [PATCH] 18 子 2D卡牌客户端搭建 / 2D卡牌客户端搭建 登陆前的流程 --- Shader/GUI_ImageSmoothMask.shader | 21 +++++++++++++++++++-- 1 files changed, 19 insertions(+), 2 deletions(-) diff --git a/Shader/GUI_ImageSmoothMask.shader b/Shader/GUI_ImageSmoothMask.shader index fb86274..4dada11 100644 --- a/Shader/GUI_ImageSmoothMask.shader +++ b/Shader/GUI_ImageSmoothMask.shader @@ -14,6 +14,10 @@ _StencilReadMask("Stencil Read Mask", Float) = 255 _ColorMask("Color Mask", Float) = 15 + + _LeftBottom("Left Bottom", Vector) = (0, 0, 0, 0) + _RightTop("Right Top", Vector) = (0, 0, 0, 0) + _SmoothRect("SmoothRect", Vector) = (0, 0, 0, 0) } SubShader @@ -105,14 +109,27 @@ sampler2D _MainTex; + bool IsInRect(float2 pos) + { + if (pos.x > _LeftBottom.x && pos.x < _RightTop.x && pos.y > _LeftBottom.y && pos.y < _RightTop.y) + { + return true; + } + return false; + } + fixed4 frag(v2f IN) : SV_Target { half4 color = tex2D(_MainTex, IN.texcoord) * IN.color; - color.a = MaskCalculate(color.a, SelfUVCalculate(IN.texcoord1)); - clip(color.a - 0.01); + float4 worldPos = mul(unity_ObjectToWorld, IN.texcoord1); + color.a = IsInRect(worldPos) ? 1 : 0; //MaskCalculate(color.a, SelfUVCalculate(IN.texcoord1)); + // clip(color.a - 0.01); return color; } + ENDCG } + + } } -- Gitblit v1.8.0