网上找的,经测会有黑边,剔除的不干净
Shader "Esfog/FilterBlack" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
//LOD 200
Cull Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
struct VertexOutput
{
float4 pos:SV_POSITION;
float4 uv:TEXCOORD0;
};
VertexOutput vert(float4 vertex:POSITION,float4 uv:TEXCOORD0)
{
VertexOutput o;
o.pos = mul(UNITY_MATRIX_MVP,vertex);
o.uv = uv;
return o;
}
float4 frag(VertexOutput i):COLOR
{
float4 col;
col.rgba = tex2D(_MainTex,i.uv.xy);
col.a = 1;
if(col.r + col.g + col.b == 0)
{
col.a = 0;
}
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}
自己的
效果测试还不错,下边这个是单面显示,上面那个测试是双面显示的
Shader "Custom/MaskBlack" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_MaskValue("Mask Value(0-1)",Range(0,1)) = 0.1
}
SubShader {
Tags { "RenderType"="Transparent" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert alpha
sampler2D _MainTex;
float _MaskValue;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
if(c.r+c.g+c.b<_MaskValue){
c.a=0;
}
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}