【从UnityURP开始探索游戏渲染】专栏-直达
物体自身遮罩控制方案
基于Unity URP实现3D物体方向性动态遮罩
Shader核心功能:
- 通过
_MaskDirection
向量定义遮罩方向 - 使用
_MaskProgress
参数(0-1范围)控制显示比例 - 基于顶点世界坐标在遮罩方向上的投影值进行裁剪(clip)
- 兼容URP渲染管线标准结构
控制器特点:
-
支持运行时动态调整遮罩方向和进度
-
内置演示动画(旋转方向和进度波动)
-
提供外部调用接口用于程序控制
-
自动规范化方向向量确保计算准确
-
DirectionalMask.shader
cShader "Custom/DirectionalMask" { Properties { _MainTex("Texture", 2D) = "white" {} _MaskDirection("Mask Direction", Vector) = (1,0,0,0) _MaskProgress("Mask Progress", Range(0, 1)) = 0.5 } SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" } HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; }; struct Varyings { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; float3 positionWS : TEXCOORD1; }; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); float4 _MainTex_ST; float3 _MaskDirection; float _MaskProgress; Varyings Vert(Attributes input) { Varyings output; output.positionCS = TransformObjectToHClip(input.positionOS.xyz); output.uv = TRANSFORM_TEX(input.uv, _MainTex); output.positionWS = TransformObjectToWorld(input.positionOS.xyz); return output; } half4 Frag(Varyings input) : SV_Target { half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv); // 计算物体顶点在遮罩方向上的投影比例 float dotProduct = dot(normalize(input.positionWS), normalize(_MaskDirection)); float normalizedDot = (dotProduct + 1) * 0.5; // 映射到0-1范围 // 根据进度参数裁剪 clip(normalizedDot - _MaskProgress); return col; } ENDHLSL Pass { HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag ENDHLSL } } }
-
DirectionalMaskController.cs
csharpusing UnityEngine; public class DirectionalMaskController : MonoBehaviour { [SerializeField] private Renderer _targetRenderer; [SerializeField] private Vector3 _maskDirection = Vector3.right; [Range(0, 1)] public float maskProgress = 0.5f; [SerializeField] private float _rotationSpeed = 30f; [SerializeField] private float _progressSpeed = 0.2f; private Material _material; private static readonly int MaskDirection = Shader.PropertyToID("_MaskDirection"); private static readonly int MaskProgress = Shader.PropertyToID("_MaskProgress"); void Start() { _material = _targetRenderer.material; UpdateShaderParams(); } void Update() { // 动态旋转遮罩方向 _maskDirection = Quaternion.Euler(0, _rotationSpeed * Time.deltaTime, 0) * _maskDirection; // 动态调整遮罩进度 maskProgress = Mathf.PingPong(Time.time * _progressSpeed, 1f); UpdateShaderParams(); } private void UpdateShaderParams() { _material.SetVector(MaskDirection, _maskDirection.normalized); _material.SetFloat(MaskProgress, maskProgress); } // 外部调用接口 public void SetMaskDirection(Vector3 newDirection) { _maskDirection = newDirection.normalized; UpdateShaderParams(); } public void SetMaskProgress(float progress) { maskProgress = Mathf.Clamp01(progress); UpdateShaderParams(); } }
扩展:
- 可添加
_MaskSharpness
参数控制边缘过渡柔和度 - 结合
Stencil Buffer
实现多物体遮罩叠加 - 通过
AnimationCurve
控制进度变化曲线
该方案相比基础遮罩实现增加了方向向量参数和动态进度控制,通过顶点投影计算实现方向性裁剪效果。控制器脚本支持运行时动态调整所有参数,并保持与Shader的高效数据交互。
HLSL Shader实现(基于透明度遮罩):
-
unity_urp遮罩shader
cShader "Custom/TransparentColorURP" { Properties { _Color("Color Tint", Color) = (1,1,1,1) _MainTex("Main Tex", 2D) = "white" {} _AlphaScale("Alpha Scale", Range(0, 1)) = 0.5 } SubShader { Pass { ZWrite On ColorMask 0 } Pass { ZWrite Off Blend SrcAlpha OneMinusSrcAlpha // HLSL代码... } } }
控制脚本:
-
unity_遮罩控制脚本
csharppublic class MaskController : MonoBehaviour { public Renderer targetRenderer; public float maskProgress = 0.5f; void Update() { targetRenderer.material.SetFloat("_AlphaScale", Mathf.PingPong(Time.time, 1f)); } }
模板测试实现方案
模板Shader核心代码:
-
创建一个四边形,将StencilMask做成材质赋给它。通过调整四边形的大小,来调整遮罩区域。
-
当然也可在c#端动态调整mesh的点来做动态异形遮罩。
-
将需要被遮罩的URP中Lit的物体,换成StencilLit的shader。这样原来的Lit的物体就支持StencilMask的遮罩了。
-
StencilMask.shader
cShader "Custom/StencilMask" { SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry-100" } Pass { ColorMask 0 ZWrite Off Stencil { Ref 1 Comp Always Pass Replace } } } }
-
StencilLit.shader
cShader "Universal Render Pipeline/StencilLit" { Properties { // Specular vs Metallic workflow _WorkflowMode("WorkflowMode", Float) = 1.0 [MainTexture] _BaseMap("Albedo", 2D) = "white" {} [MainColor] _BaseColor("Color", Color) = (1,1,1,1) _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 _MetallicGlossMap("Metallic", 2D) = "white" {} _SpecColor("Specular", Color) = (0.2, 0.2, 0.2) _SpecGlossMap("Specular", 2D) = "white" {} [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 _BumpScale("Scale", Float) = 1.0 _BumpMap("Normal Map", 2D) = "bump" {} _Parallax("Scale", Range(0.005, 0.08)) = 0.005 _ParallaxMap("Height Map", 2D) = "black" {} _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 _OcclusionMap("Occlusion", 2D) = "white" {} [HDR] _EmissionColor("Color", Color) = (0,0,0) _EmissionMap("Emission", 2D) = "white" {} _DetailMask("Detail Mask", 2D) = "white" {} _DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0 _DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {} _DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0 [Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {} // SRP batching compatibility for Clear Coat (Not used in Lit) [HideInInspector] _ClearCoatMask("_ClearCoatMask", Float) = 0.0 [HideInInspector] _ClearCoatSmoothness("_ClearCoatSmoothness", Float) = 0.0 // Blending state _Surface("__surface", Float) = 0.0 _Blend("__blend", Float) = 0.0 _Cull("__cull", Float) = 2.0 [ToggleUI] _AlphaClip("__clip", Float) = 0.0 [HideInInspector] _SrcBlend("__src", Float) = 1.0 [HideInInspector] _DstBlend("__dst", Float) = 0.0 [HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0 [HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0 [HideInInspector] _ZWrite("__zw", Float) = 1.0 [HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0 [HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0 [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 // Editmode props _QueueOffset("Queue offset", Float) = 0.0 // ObsoleteProperties [HideInInspector] _MainTex("BaseMap", 2D) = "white" {} [HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1) [HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0 [HideInInspector] _Glossiness("Smoothness", Float) = 0.0 [HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0 [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} } SubShader { // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings // this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this // material work with both Universal Render Pipeline and Builtin Unity Pipeline Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True" } LOD 300 // ------------------------------------------------------------------ // Forward pass. Shades all light in a single pass. GI + emission + Fog Pass { // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with // no LightMode tag are also rendered by Universal Render Pipeline Name "ForwardLit" Tags { "LightMode" = "UniversalForward" } // ------------------------------------- // Render State Commands Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha] ZWrite[_ZWrite] Cull[_Cull] AlphaToMask[_AlphaToMask] Stencil { Ref 1 Comp Equal Pass Keep } HLSLPROGRAM #pragma target 2.0 // ------------------------------------- // Shader Stages #pragma vertex LitPassVertex #pragma fragment LitPassFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local _PARALLAXMAP #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON #pragma shader_feature_local_fragment _EMISSION #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature_local_fragment _OCCLUSIONMAP #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma shader_feature_local_fragment _SPECULAR_SETUP // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _LIGHT_LAYERS #pragma multi_compile _ _FORWARD_PLUS #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" // ------------------------------------- // Unity defined keywords #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #pragma multi_compile_fragment _ DEBUG_DISPLAY //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma instancing_options renderinglayer #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } // ------------------------------------- // Render State Commands ZWrite On ZTest LEqual ColorMask 0 Cull[_Cull] HLSLPROGRAM #pragma target 2.0 // ------------------------------------- // Shader Stages #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" // ------------------------------------- // Universal Pipeline keywords // ------------------------------------- // Unity defined keywords #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW // ------------------------------------- // Includes #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" ENDHLSL } Pass { // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with // no LightMode tag are also rendered by Universal Render Pipeline Name "GBuffer" Tags { "LightMode" = "UniversalGBuffer" } // ------------------------------------- // Render State Commands ZWrite[_ZWrite] ZTest LEqual Cull[_Cull] HLSLPROGRAM #pragma target 4.5 // Deferred Rendering Path does not support the OpenGL-based graphics API: // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0. #pragma exclude_renderers gles3 glcore // ------------------------------------- // Shader Stages #pragma vertex LitGBufferPassVertex #pragma fragment LitGBufferPassFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local_fragment _ALPHATEST_ON //#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON #pragma shader_feature_local_fragment _EMISSION #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature_local_fragment _OCCLUSIONMAP #pragma shader_feature_local _PARALLAXMAP #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma shader_feature_local_fragment _SPECULAR_SETUP #pragma shader_feature_local _RECEIVE_SHADOWS_OFF // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" // ------------------------------------- // Unity defined keywords #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma instancing_options renderinglayer #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" // ------------------------------------- // Includes #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode" = "DepthOnly" } // ------------------------------------- // Render State Commands ZWrite On ColorMask R Cull[_Cull] HLSLPROGRAM #pragma target 2.0 // ------------------------------------- // Shader Stages #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A // ------------------------------------- // Unity defined keywords #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" // ------------------------------------- // Includes #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" ENDHLSL } // This pass is used when drawing to a _CameraNormalsTexture texture Pass { Name "DepthNormals" Tags { "LightMode" = "DepthNormals" } // ------------------------------------- // Render State Commands ZWrite On Cull[_Cull] HLSLPROGRAM #pragma target 2.0 // ------------------------------------- // Shader Stages #pragma vertex DepthNormalsVertex #pragma fragment DepthNormalsFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local _PARALLAXMAP #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A // ------------------------------------- // Unity defined keywords #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE // ------------------------------------- // Universal Pipeline keywords #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" // ------------------------------------- // Includes #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl" ENDHLSL } // This pass it not used during regular rendering, only for lightmap baking. Pass { Name "Meta" Tags { "LightMode" = "Meta" } // ------------------------------------- // Render State Commands Cull Off HLSLPROGRAM #pragma target 2.0 // ------------------------------------- // Shader Stages #pragma vertex UniversalVertexMeta #pragma fragment UniversalFragmentMetaLit // ------------------------------------- // Material Keywords #pragma shader_feature_local_fragment _SPECULAR_SETUP #pragma shader_feature_local_fragment _EMISSION #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED #pragma shader_feature_local_fragment _SPECGLOSSMAP #pragma shader_feature EDITOR_VISUALIZATION // ------------------------------------- // Includes #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl" ENDHLSL } Pass { Name "Universal2D" Tags { "LightMode" = "Universal2D" } // ------------------------------------- // Render State Commands Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] Cull[_Cull] HLSLPROGRAM #pragma target 2.0 // ------------------------------------- // Shader Stages #pragma vertex vert #pragma fragment frag // ------------------------------------- // Material Keywords #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" // ------------------------------------- // Includes #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl" ENDHLSL } } FallBack "Hidden/Universal Render Pipeline/FallbackError" CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader" }
RenderFeature配置要点:
- 需创建URP Renderer Feature
- 设置Layer Mask匹配目标层级
- 在后处理前添加Pass
三、其他实现方式
多Pass深度测试法:
c
Pass {
ZTest Greater
ZWrite On
ColorMask 0
}
Pass {
ZTest LEqual
// 正常渲染...
}
UGUI Mask混合方案:
- 使用RectTransform确定遮罩区域
- 通过第二摄像机渲染3D物体
- 结合UI Mask组件控制显示范围
RenderTexture遮罩:
- 创建临时RenderTexture
- 使用特定Shader渲染遮罩通道
- 通过后期处理合成最终效果
四、方案对比
方案类型 | 优点 | 适用场景 |
---|---|---|
模板测试 | 高性能,精确控制 | 角色轮廓/固定形状遮罩 |
多Pass | 无需额外纹理 | 简单遮挡提示 |
UGUI混合 | 可结合UI系统 | HUD元素遮罩 |
RenderTexture | 效果最灵活 | 复杂动态遮罩 |
模板测试适合需要精确控制像素级显示的场景,而多Pass方案更适合简单的遮挡提示效果
【从UnityURP开始探索游戏渲染】专栏-直达
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