Android 统一精灵遮罩着色器

Android 统一精灵遮罩着色器,android,unity3d,shader,mask,Android,Unity3d,Shader,Mask,我有水和阳光。我想让太阳光在一个波前。我已经设法做到了,但它只能在PC上工作,不能在Android上工作。我应该怎么做才能在Android上工作 顶部图片PC,底部-Android: 以下是着色器的水代码: Shader "Sprites/Stencil Mask" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) =

我有水和阳光。我想让太阳光在一个波前。我已经设法做到了,但它只能在PC上工作,不能在Android上工作。我应该怎么做才能在Android上工作

顶部图片PC,底部-Android:

以下是着色器的水代码:

Shader "Sprites/Stencil Mask"
{
 Properties
 {
     [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
     _Color ("Tint", Color) = (1,1,1,1)
     [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
 }

 SubShader
 {
     Tags
     {
         "Queue"="Transparent"
         "IgnoreProjector"="True"
         "RenderType"="Transparent"
         "PreviewType"="Plane"
         "CanUseSpriteAtlas"="True"
     }

     Cull Off
     Lighting Off
     ZWrite Off
     Fog { Mode Off }
     Blend One OneMinusSrcAlpha

     Pass
     {
         Stencil
         {
             Ref 1
             Comp always
             Pass replace
         }

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

         struct appdata_t
         {
             float4 vertex   : POSITION;
             float4 color    : COLOR;
             float2 texcoord : TEXCOORD0;
         };

         struct v2f
         {
             float4 vertex   : SV_POSITION;
             fixed4 color    : COLOR;
             half2 texcoord  : TEXCOORD0;
         };

         fixed4 _Color;

         v2f vert(appdata_t IN)
         {
             v2f OUT;
             OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
             OUT.texcoord = IN.texcoord;
             OUT.color = IN.color * _Color;
             #ifdef PIXELSNAP_ON
             OUT.vertex = UnityPixelSnap (OUT.vertex);
             #endif

             return OUT;
         }

         sampler2D _MainTex;

         fixed4 frag(v2f IN) : SV_Target
         {
             fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
             if (c.a<0.1) discard;            //Most IMPORTANT working Code
             c.rgb *= c.a;
             return c;
         }
     ENDCG
     }
 }
  }

不知道为什么它对你不起作用,但我刚刚在Android(Galaxy S5)上测试过,它工作得非常好

感谢您提供着色器代码。这是目前唯一的工作(和免费)精灵模具着色器我遇到

Shader "Sprites/Stencil Draw In Mask"
{
Properties
{
    [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
    _Color ("Tint", Color) = (1,1,1,1)
    [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}

SubShader
{
    Tags
    {
        "Queue"="Transparent+1"              //DON'T FORGET this must be drew later to catch Stencil Ref value.
        "IgnoreProjector"="True"
        "RenderType"="Transparent"
        "PreviewType"="Plane"
        "CanUseSpriteAtlas"="True"
    }

    Cull Off
    Lighting Off
    ZWrite Off
    Fog { Mode Off }
    Blend One OneMinusSrcAlpha

    Pass
    {
        Stencil
        {
            Ref 1
            Comp Equal
        }

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

        struct appdata_t
        {
            float4 vertex   : POSITION;
            float4 color    : COLOR;
            float2 texcoord : TEXCOORD0;
        };

        struct v2f
        {
            float4 vertex   : SV_POSITION;
            fixed4 color    : COLOR;
            half2 texcoord  : TEXCOORD0;
        };

        fixed4 _Color;

        v2f vert(appdata_t IN)
        {
            v2f OUT;
            OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
            OUT.texcoord = IN.texcoord;
            OUT.color = IN.color * _Color;
            #ifdef PIXELSNAP_ON
            OUT.vertex = UnityPixelSnap (OUT.vertex);
            #endif

            return OUT;
        }

        sampler2D _MainTex;

        fixed4 frag(v2f IN) : SV_Target
        {
            fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
            c.rgb *= c.a;
            return c;
        }
    ENDCG
     }
 }
}