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- 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
- }
- }
- }
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