Shader "Custom/CameraPointsMaskShader" { Properties { _MainTex("Main Texture", 2D) = "white" {} // 这里用4个Vector传四个顶点点坐标(UV空间,0~1) _QuadP0("Quad Point 0", Vector) = (0,0,0,0) _QuadP1("Quad Point 1", Vector) = (0,0,0,0) _QuadP2("Quad Point 2", Vector) = (0,0,0,0) _QuadP3("Quad Point 3", Vector) = (0,0,0,0) } SubShader { Tags { "RenderType" = "Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag sampler2D _MainTex; float4 _QuadP0; float4 _QuadP1; float4 _QuadP2; float4 _QuadP3; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } // 计算2D向量叉积符号 float sign2D(float2 p1, float2 p2, float2 p3) { return (p1.x - p3.x) * (p2.y - p3.y) - (p2.x - p3.x) * (p1.y - p3.y); } // 点是否在四边形内(用两个三角形判定) float PointInQuad(float2 p, float2 p0, float2 p1, float2 p2, float2 p3) { float inTri1 = step(0.0, sign2D(p, p0, p1)) * step(0.0, sign2D(p, p1, p3)) * step(0.0, sign2D(p, p3, p0)); float inTri2 = step(0.0, sign2D(p, p0, p3)) * step(0.0, sign2D(p, p3, p2)) * step(0.0, sign2D(p, p2, p0)); return inTri1 + inTri2; } fixed4 frag(v2f i) : SV_Target { float2 uv = i.uv; float2 p0 = _QuadP0.xy; float2 p1 = _QuadP1.xy; float2 p2 = _QuadP2.xy; float2 p3 = _QuadP3.xy; float inside = PointInQuad(uv, p0, p1, p2, p3); fixed4 colInside = tex2D(_MainTex, uv); fixed4 colOutside = fixed4(0,0,0,1); // inside > 0 表示点在四边形内 return lerp(colOutside, colInside, saturate(inside)); } ENDCG } } }