本文主要是介绍Unity UI擦除效果,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
public class ScratchImage : MonoBehaviour{/// <summary>/// 蒙版贴图/// </summary>public Image maskImage;public Material maskMaterial;private Camera uiCamera;private Vector2 _maskSize;private Texture2D _rt;private Color[] spritePixels;public int brushRadius = 50;private float percent = 0;public float finishPercent = 0.95f;private int clearNum = 0;private int[] dirtyPoints;private Vector2 SCALE_FACTOR;private Vector2Int RTSize;bool bClear = false;private void Reset(){maskImage = GetComponent<Image>();maskMaterial = maskImage.material;}public void SetParams(int brushRadius,float fpercent){this.brushRadius = brushRadius;this.finishPercent = fpercent;}private void Init(){if (uiCamera == null){uiCamera = UIHelper.Instance.UICamera;}SCALE_FACTOR = maskImage.sprite.textureRect.size / maskImage.rectTransform.rect.size;_maskSize = maskImage.rectTransform.rect.size;//Debug.LogFormat("mask image size:{0}*{1}", maskSize.x, maskSize.y);RTSize = new Vector2Int((int)maskImage.sprite.textureRect.size.x, (int)maskImage.sprite.textureRect.size.y);spritePixels = maskImage.sprite.texture.GetPixels(0, 0, RTSize.x, RTSize.y);_rt = new Texture2D(RTSize.x, RTSize.y);_rt.SetPixels(spritePixels);_rt.Apply();maskMaterial.SetTexture("_TempTex", _rt);dirtyPoints = new int[RTSize.x * RTSize.y];bClear = false;percent = 0;clearNum = 0;}public void Update(){onUpdate();}void Fill(){bClear = true;for (int i = 0; i < RTSize.x; i++){for (int j = 0; j < RTSize.y; j++){if(dirtyPoints[i*RTSize.y+j]==0){_rt.SetPixel(i, j, new Color(1, 1, 1, 0));}}}_rt.Apply();}public void ResetMask(){_rt.SetPixels(spritePixels);_rt.Apply();for (int i = 0; i < dirtyPoints.Length; i++){dirtyPoints[i] = 0;}clearNum = 0;bClear = false;}private void onUpdate(){if (bClear) return;if (uiCamera == null)return;if (!Input.GetMouseButton(0)) // 移动鼠标或者处于按下状态{return;}Vector2 localPt = Vector2.zero;RectTransformUtility.ScreenPointToLocalPointInRectangle(transform as RectTransform, Input.mousePosition, uiCamera, out localPt);//Debug.Log($"pt:{localPt}, status:{mouseStatus}");if (localPt.x < 0 || localPt.y < 0 || localPt.y >= _maskSize.x || localPt.y >= _maskSize.y)return;localPt = localPt * SCALE_FACTOR;Vector2Int usePixel = new Vector2Int((int)(localPt.x), (int)localPt.y);int left = (int)(usePixel.x - brushRadius);if (left < 0) left = 0;int right = (int)(usePixel.x + brushRadius);if (right > RTSize.x) right = (int)RTSize.x;int down = (int)(usePixel.y - brushRadius);if (down < 0) down = 0;int top = (int)(usePixel.y + brushRadius);if (top > RTSize.y) top = (int)RTSize.y;bool dirty = false;for (int i = left; i < right; i++){for (int j = down; j < top; j++){int index = (int)(i * RTSize.y + j);if (dirtyPoints[index] == 1){}else{Vector2 p = new Vector2(i, j);float dis = Vector2.Distance(usePixel, p);if (dis <= brushRadius){_rt.SetPixel(i, j, new Color(1, 1, 1, 0));dirtyPoints[index] = 1;++clearNum;dirty = true;}}}}if (dirty){percent = (float)clearNum / dirtyPoints.Length;if (percent > finishPercent){Fill();GameHelp.FireEvent((ushort)DGlobalEvent.EVENT_SMALL_GAME_RESULT_OK, 0, 0, null);}else{_rt.Apply();}}}}
shader
Shader "Unlit/PaintMask"
{Properties{_MainTex ("MainTexture", 2D) = "white" {}_TempTex ("TempTexture",2D) = "white" {}}SubShader{Tags { "Queue"="Transparent""RenderType"="Transparent"}LOD 100ZWrite OffZTest OffBlend SrcAlpha OneMinusSrcAlpha Pass{CGPROGRAM#pragma vertex vert#pragma fragment frag// make fog work#pragma multi_compile_fog#include "UnityCG.cginc"struct appdata{float4 vertex : POSITION;float2 uv : TEXCOORD0;};struct v2f{float2 uv : TEXCOORD0;UNITY_FOG_COORDS(1)float4 vertex : SV_POSITION;};sampler2D _MainTex;float4 _MainTex_ST;sampler2D _TempTex;float4 _TempTex_ST;v2f vert (appdata v){v2f o;o.vertex = UnityObjectToClipPos(v.vertex);o.uv = TRANSFORM_TEX(v.uv, _MainTex);UNITY_TRANSFER_FOG(o,o.vertex);return o;}fixed4 frag (v2f i) : SV_Target{// sample the texturefixed4 col = tex2D(_MainTex, i.uv);half alpha = tex2D(_TempTex,i.uv).a;col.a = alpha;// apply fogUNITY_APPLY_FOG(i.fogCoord, col);return col;}ENDCG}}
}
最粗暴的方法,原理就是跟着鼠标的位置,以鼠标为圆心把圆内的像素点清除,遮罩变成透明了,里面的图片就显示出来了
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