Skip to content

Instantly share code, notes, and snippets.

@TheStoneBook
Last active October 9, 2018 16:53
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save TheStoneBook/26ee5f11eda2b5ced5e74e95c49ccc63 to your computer and use it in GitHub Desktop.
Save TheStoneBook/26ee5f11eda2b5ced5e74e95c49ccc63 to your computer and use it in GitHub Desktop.
【Unity2D】遮蔽物と重なった部分をシルエットにするシェーダー【Shader】
Shader "Unlit/Stencil"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Stencil//ステンシルテスト
{
Ref 1
Comp Always
Pass Replace
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv=v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
Shader "Unlit/StencilSilhouetteObj"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
Pass//Ref 1のマテリアルと重なったら黒く塗り潰す
{
Stencil//ステンシルテスト
{
Ref 1
Comp Equal
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed alpha=tex2D(_MainTex, i.uv).a;
fixed4 col = fixed4(0,0,0,alpha);
return col;
}
ENDCG
}
Pass
{
Stencil//ステンシルテスト
{
Ref 0//オブジェクト部分じゃないとこは0
Comp Equal
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment