我有一个Unity着色器可以为2D精灵闪亮:
//Kaan Yamanyar,Levent Seckin
Shader "Sprites/ShinyDefault"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_ShineLocation("ShineLocation", Range(0,1)) = 0
_ShineWidth("ShineWidth", Range(0,1)) = 0
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "False"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ 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;
float2 texcoord : TEXCOORD0;
};
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
float _AlphaSplitEnabled;
float _ShineLocation;
float _ShineWidth;
fixed4 SampleSpriteTexture(float2 uv)
{
fixed4 color = tex2D(_MainTex, uv);
#if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
if (_AlphaSplitEnabled)
color.a = tex2D(_AlphaTex, uv).r;
#endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
float lowLevel = _ShineLocation - _ShineWidth;
float highLevel = _ShineLocation + _ShineWidth;
float currentDistanceProjection = (uv.x + uv.y) / 2;
if (currentDistanceProjection > lowLevel && currentDistanceProjection < highLevel) {
float whitePower = 1 - (abs(currentDistanceProjection - _ShineLocation) / _ShineWidth);
color.rgb += color.a * whitePower;
}
return color;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
&#13;
但是使用这段代码,2D精灵的像素就在这个闪亮的着色器后面。现在我只想显示这个着色器覆盖精灵,并且没有显示精灵中的所有像素。
我该怎么做?
答案 0 :(得分:0)
您需要为使用着色器的渲染器设置SortingLayer
或OrderInLayer
。
例如,转到编辑 - &gt;项目设置 - &gt;标签和图层,并定义一个名为覆盖层的图层,并将其放在精灵使用的图层之后,然后:
[shaderedObject].GetComponent<Renderer>().sortingLayerName = "overlay layer";