This commit is contained in:
2020-07-04 14:41:25 +08:00
parent 70c346d2c1
commit a8f02e4da5
3748 changed files with 587372 additions and 0 deletions

View File

@@ -0,0 +1,31 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
Material:
serializedVersion: 6
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: DepthMask
m_Shader: {fileID: 4800000, guid: cc1322ee3ca944285a41159a04969657, type: 3}
m_ShaderKeywords:
m_LightmapFlags: 5
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats: []
m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1}
--- !u!1002 &2100001
EditorExtensionImpl:
serializedVersion: 6

View File

@@ -0,0 +1,4 @@
fileFormatVersion: 2
guid: bf642064f6d6442e093c7bd84748dc16
NativeFormatImporter:
userData:

View File

@@ -0,0 +1,10 @@
Shader "Depth Mask" {
SubShader {
Tags {"Queue" = "Geometry-10" }
Lighting Off
ZTest LEqual
ZWrite On
ColorMask 0
Pass {}
}
}

View File

@@ -0,0 +1,5 @@
fileFormatVersion: 2
guid: cc1322ee3ca944285a41159a04969657
ShaderImporter:
defaultTextures: []
userData:

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: fd494b640d3d8429c99e83d06c010957
folderAsset: yes
timeCreated: 1484616171
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,4 @@
fileFormatVersion: 2
guid: 50eeccc78c7da46cf88c33e6c31ac259
DefaultImporter:
userData:

View File

@@ -0,0 +1,40 @@
Unity3D 用Depth Mask实现的遮罩技术
Unity3D 用Depth Mask实现的遮罩技术
遮罩技术是一个基本的技术方法,有很多很多中用法.你可以在Flash中经常看到遮罩的使用,
它可以另一些视觉元素更加惊艳.当我看到Unity中没有包含任何几何体和图片的遮罩技术
很不爽,不过,幸运的我找到了解决方案,就是"Depth Mask"着色器.
先看看着色器的代码,没错,非常短.
Shader "Depth Mask" {
SubShader{
ColorMask 0
Pass {}
}
}
如果用了多维材质,你需要像下面这样写:
Shader "Depth Mask Complex"
{
SubShader
{
Tags {"Queue" = "Background"}
Blend SrcAlpha OneMinusSrcAlpha
Lighting Off
ZWrite On
ZTest Always
Pass
{
Color(0,0,0,0)
}
}
}
如果你想更改任何一个物体材质的特性座遮罩(纹理,颜色等等)将是失败的,
除非你用SetPass()去设置着色器,关于这个方法的文档在这
(http://unity3d.com/support/documentation/ScriptReference/Material.SetPass.html).
示例项目下载:http://pixelplacement.com/wp-content/uploads/2011/02/Masking.zip

View File

@@ -0,0 +1,4 @@
fileFormatVersion: 2
guid: f41b9042f18254384bff34c0e4f9db96
TextScriptImporter:
userData: