unity-shader-tutorial-stencil

buildin效果图

urp效果图

Stencil.shader

Stencil.shader
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
Shader "HHF/Tutorial/Stencil"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_RayColor("RayColor", Color) = (1,1,1,1)
}

SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"Queue"="Geometry"
}

Pass
{
Tags
{
"LightMode" = "SRPDefaultUnlit"
}

HLSLPROGRAM
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 positionCS : SV_POSITION;
};

CBUFFER_START(UnityPerMaterial)
half4 _RayColor;
float4 _MainTex_ST;
CBUFFER_END

TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex);

v2f vert (appdata v)
{
v2f o = (v2f)0;
o.positionCS = TransformObjectToHClip(v.vertex.xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}

half4 frag (v2f i) : SV_Target
{
half4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
return mainTex;
}

ENDHLSL
}

Pass
{
Tags
{
"LightMode" = "UniversalForward"
}

Blend One One
Stencil
{
Ref 1
Comp Equal
}

HLSLPROGRAM
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"

struct appdata
{
float4 vertex : POSITION;
};

struct v2f
{
float4 positionCS : SV_POSITION;
float4 positionOS : TEXCOORD1;
};

CBUFFER_START(UnityPerMaterial)
half4 _RayColor;
float4 _MainTex_ST;
CBUFFER_END

TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex);

v2f vert (appdata v)
{
v2f o = (v2f)0;
o.positionCS = TransformObjectToHClip(v.vertex.xyz);
o.positionOS = v.vertex;
return o;
}

half4 frag (v2f i) : SV_Target
{
half4 c = 0;
half4 v = frac(i.positionOS.y * 10 - _Time.y * 5);
c = _RayColor * v;

return c;
}

ENDHLSL
}
}

SubShader
{
Tags { "Queue"="Geometry" }

Pass
{

CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};

struct v2f
{
float2 uv : TEXCOORD0;
float4 positionCS : SV_POSITION;
};

sampler2D _MainTex; float4 _MainTex_ST;

v2f vert (appdata v)
{
v2f o = (v2f)0;
o.positionCS = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}

half4 frag (v2f i) : SV_Target
{
half4 mainTex = tex2D(_MainTex, i.uv.xy);
return mainTex;
}

ENDCG
}

Pass
{
Tags{"Queue"="Transparent"}

Blend One One
Stencil
{
Ref 1
Comp Equal
}

CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

struct appdata
{
float4 vertex : POSITION;
};

struct v2f
{
float4 positionCS : SV_POSITION;
float4 positionOS : TEXCOORD1;
};

half4 _RayColor;

v2f vert (appdata v)
{
v2f o = (v2f)0;
o.positionCS = UnityObjectToClipPos(v.vertex);
o.positionOS = v.vertex;
return o;
}

half4 frag (v2f i) : SV_Target
{
half4 c = 0;
half4 v = frac(i.positionOS.y * 10 - _Time.y * 5);
c = _RayColor * v;

return c;
}
ENDCG
}
}
}

Stencil2.shader

Stencil2.shader
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
Shader "HHF/Tutorial/Stencil2"
{
SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"Queue"="Geometry"
}

Cull Off

Stencil
{
Ref 1
Comp Never
Fail Replace
}

Pass
{
HLSLPROGRAM
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"

struct appdata
{
float4 vertex : POSITION;
};

struct v2f
{
float4 positionCS : SV_POSITION;
};

v2f vert (appdata v)
{
v2f o = (v2f)0;
o.positionCS = TransformObjectToHClip(v.vertex.xyz);
return o;
}

half4 frag (v2f i) : SV_Target
{
return 1;
}

ENDHLSL
}
}

SubShader
{
Tags { "Queue"="Geometry" }
Cull Off

Stencil
{
Ref 1
Comp Never
Fail Replace
}

Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

struct appdata
{
float4 vertex : POSITION;
};

struct v2f
{
float4 positionCS : SV_POSITION;
};

v2f vert (appdata v)
{
v2f o = (v2f)0;
o.positionCS = UnityObjectToClipPos(v.vertex);
return o;
}

half4 frag (v2f i) : SV_Target
{
return 1;
}
ENDCG
}
}
}