CameraPointsMaskShader.shader 2.5 KB

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  1. Shader "Custom/CameraPointsMaskShader"
  2. {
  3. Properties
  4. {
  5. _MainTex("Main Texture", 2D) = "white" {}
  6. // 这里用4个Vector传四个顶点点坐标(UV空间,0~1)
  7. _QuadP0("Quad Point 0", Vector) = (0,0,0,0)
  8. _QuadP1("Quad Point 1", Vector) = (0,0,0,0)
  9. _QuadP2("Quad Point 2", Vector) = (0,0,0,0)
  10. _QuadP3("Quad Point 3", Vector) = (0,0,0,0)
  11. }
  12. SubShader
  13. {
  14. Tags { "RenderType" = "Opaque" }
  15. Pass
  16. {
  17. CGPROGRAM
  18. #pragma vertex vert
  19. #pragma fragment frag
  20. sampler2D _MainTex;
  21. float4 _QuadP0;
  22. float4 _QuadP1;
  23. float4 _QuadP2;
  24. float4 _QuadP3;
  25. struct appdata
  26. {
  27. float4 vertex : POSITION;
  28. float2 uv : TEXCOORD0;
  29. };
  30. struct v2f
  31. {
  32. float2 uv : TEXCOORD0;
  33. float4 vertex : SV_POSITION;
  34. };
  35. v2f vert(appdata v)
  36. {
  37. v2f o;
  38. o.vertex = UnityObjectToClipPos(v.vertex);
  39. o.uv = v.uv;
  40. return o;
  41. }
  42. // 计算2D向量叉积符号
  43. float sign2D(float2 p1, float2 p2, float2 p3)
  44. {
  45. return (p1.x - p3.x) * (p2.y - p3.y) - (p2.x - p3.x) * (p1.y - p3.y);
  46. }
  47. // 点是否在四边形内(用两个三角形判定)
  48. float PointInQuad(float2 p, float2 p0, float2 p1, float2 p2, float2 p3)
  49. {
  50. float inTri1 = step(0.0, sign2D(p, p0, p1)) *
  51. step(0.0, sign2D(p, p1, p3)) *
  52. step(0.0, sign2D(p, p3, p0));
  53. float inTri2 = step(0.0, sign2D(p, p0, p3)) *
  54. step(0.0, sign2D(p, p3, p2)) *
  55. step(0.0, sign2D(p, p2, p0));
  56. return inTri1 + inTri2;
  57. }
  58. fixed4 frag(v2f i) : SV_Target
  59. {
  60. float2 uv = i.uv;
  61. float2 p0 = _QuadP0.xy;
  62. float2 p1 = _QuadP1.xy;
  63. float2 p2 = _QuadP2.xy;
  64. float2 p3 = _QuadP3.xy;
  65. float inside = PointInQuad(uv, p0, p1, p2, p3);
  66. fixed4 colInside = tex2D(_MainTex, uv);
  67. fixed4 colOutside = fixed4(0,0,0,1);
  68. // inside > 0 表示点在四边形内
  69. return lerp(colOutside, colInside, saturate(inside));
  70. }
  71. ENDCG
  72. }
  73. }
  74. }