經常寫 2D Shader 的開發者可能都會遇到 NGUI clipping 問題: 自己寫的 shader 為什麼只要掛在一個 UIPanel 下(clipping 不是 none)就會失效?
簡單實驗一下 … 以 skew shader 為例, 新增一個 UIPanel, 再新增一個子物件 UITexture 並掛上 skew shader, 如下圖, 看起來 shader 是有效的
現在把 UIPanel Clipping 設為 “Soft Clip", skew shader 與 soft clip 都失效了 …
再嘗試看看 NGUI 內提供的 shader(在資料夾 NGUI/Resource/Shaders 下) 卻是成功運作的 ? 這篇文章提供了解答, NGUI 3.x 版本後為了結合 Clipping 使用, 每個 shader 都需要提供 clipping 化的 shader 腳本, 並以 1/2/3 … 名稱區隔, 代表使用到幾層 clipping, 仔細看 NGUI 內部的 shader 也是這麼做的 !
目前 NGUI 內不只提供到 3 層 clipping 當然要加到 4/5/6 也是可行的 …
每一層 clipping 的 shader 腳本有些不同 (可參考 NGUI 提供的 shader), 但 shader 的主體內容還是不變的, 互相比對需要增加的內容到自己的 shader 並重新命名, 就能讓 shader 有效在 clipping 環境下運作囉 ! 以下是經過 1 層 clipping 修改後的效果 (先歪斜後 clipping)
skew 程式碼參考 2D UI sprite shearing shader:
Shader "Unit/SpriteSkewShader"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
_HorizontalSkew ("Horizontal Skew", Float) = 0
_VerticalSkew ("Vertical Skew", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile DUMMY 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;
half2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
fixed4 _Color;
float _HorizontalSkew;
float _VerticalSkew;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
// Create a skew transformation matrix
float h = _HorizontalSkew;
float v = _VerticalSkew;
float4x4 transformMatrix = float4x4(
1,h,0,0,
v,1,0,0,
0,0,1,0,
0,0,0,1);
float4 skewedVertex = mul(transformMatrix, IN.vertex);
OUT.vertex = mul(UNITY_MATRIX_MVP, skewedVertex);
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
經過小妹 1 層 clipping 修改後變成:
Shader "Hidden/Unit/SpriteSkewShader 1"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
_HorizontalSkew ("Horizontal Skew", Float) = 0
_VerticalSkew ("Vertical Skew", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile DUMMY PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float2 worldPos : TEXCOORD1;
};
sampler2D _MainTex;
fixed4 _Color;
float _HorizontalSkew;
float _VerticalSkew;
float4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);
float2 _ClipArgs0 = float2(1000.0, 1000.0);
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
// Create a skew transformation matrix
float h = _HorizontalSkew;
float v = _VerticalSkew;
float4x4 transformMatrix = float4x4(
1,h,0,0,
v,1,0,0,
0,0,1,0,
0,0,0,1);
float4 skewedVertex = mul(transformMatrix, IN.vertex);
OUT.vertex = mul(UNITY_MATRIX_MVP, skewedVertex);
// calculate new clipping range
OUT.worldPos = skewedVertex.xy * _ClipRange0.zw + _ClipRange0.xy;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
fixed4 frag(v2f IN) : COLOR
{
// Softness factor
float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipArgs0;
fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
c.a *= clamp( min(factor.x, factor.y), 0.0, 1.0);
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
給大家參考看看囉~ 😀