
Shader "Unlit/PaintShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_BrushTex ("Brush Texture", 2D) = "white" {}
_Pos("Pos",Vector)=(960,540,0,0)
_Size("Size",float)=5
}
SubShader
{
Tags {"Queue"="Transparent" "IngnoreProjector"="True" "RenderType"="Transparent" }
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
};
struct v2f
{
float4 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BrushTex;
float4 _BrushTex_ST;
Vector _Pos;
float _Size;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.uv, _BrushTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col ;
fixed4 mainCol = tex2D(_MainTex, i.uv.xy);
fixed4 brushCol;
if(i.vertex.x >= _Pos.x-_Size && i.vertex.x <= _Pos.x+_Size && i.vertex.y >= _Pos.y-_Size && i.vertex.y <= _Pos.y+_Size){
// 这个地方这样做为啥不行呢 懵逼树下只有我
//if(mainCol.a >0)
mainCol = fixed4(0,0,0,1);
}
return mainCol;
}
ENDCG
}
}
}
using UnityEngine;
using UnityEngine.UI;
public class MyPaint : MonoBehaviour
{
public Material material;
Vector4 myPos;
private RenderTexture _renderTex;
RawImage _rawImage;
void Start()
{
_rawImage = GetComponent<RawImage>();
myPos= Vector4.zero;
_renderTex = RenderTexture.GetTemporary(1920, 1080, 24);
Graphics.Blit(_rawImage.texture,_renderTex);
_rawImage.texture = _renderTex;
}
// Update is called once per frame
void Update()
{
if(Input.GetMouseButton(0)){
// Debug.Log(Input.mousePosition);
myPos.x= Input.mousePosition.x;
myPos.y= Input.mousePosition.y;
material.SetVector("_Pos",myPos);
Graphics.Blit(_renderTex,_renderTex,material);
}
}
}