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Unity結合移動端實現動態摳圖功能支援Android和IOS

其中核心程式碼就是Shader摳圖和移動端的互動功能了 , 這裡我把功能剝離開來 , 將工程打了包上傳了 , 有感興趣的友友歡迎交流 .

Shader:

Shader "Sprites/Mine"
 {  
     Properties
     {
         [PerRendererData]_MainTex ("Sprite Texture", 2D) = "white" {}
        _Color ("Alpha Color Key", Color) = (0,0,0,1)
        _Range("Range",Range (0,1.01))=0.1
        [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
     }
     SubShader
     {
         Tags 
         { 
             "Queue"="Transparent" 
         "IgnoreProjector"="True" 
         "RenderType"="Transparent" 
         "PreviewType"="Plane"
         "CanUseSpriteAtlas"="True"
         }

         Pass
         {
              Cull Off
     Lighting Off
     ZWrite Off
     Fog { Mode Off }
     Blend SrcAlpha OneMinusSrcAlpha


             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #pragma multi_compile DUMMY PIXELSNAP_ON

             sampler2D _MainTex;
             float4 _Color;
             half _Range;
             struct Vertex
             {
                 float4 vertex : POSITION;
                 float2 uv_MainTex : TEXCOORD0;
                 float2 uv2 : TEXCOORD1;
             };

             struct Fragment
             {
                 float4 vertex : POSITION;
                 float2 uv_MainTex : TEXCOORD0;
                 float2 uv2 : TEXCOORD1;
             };

             Fragment vert(Vertex v)
             {
                 Fragment o;

                 o.vertex = UnityObjectToClipPos(v.vertex);
                 o.uv_MainTex = v.uv_MainTex;
                 o.uv2 = v.uv2;

                 return o;
             }

             float4 frag(Fragment IN) : COLOR
             {
                 float4 o = float4(1, 0, 0, 0.2);

                 half4 c = tex2D (_MainTex, IN.uv_MainTex);
                 o.rgb = c.rgb;
                 if(abs(c.r-_Color.r)<_Range && abs(c.g-_Color.g)<_Range && abs(c.b-_Color.b)<_Range)
                 {
                     o.a = 0;
                 }
                 else
                 {
                     o.a = 1;
                 }

                 return o;
             }

             ENDCG
         }
     }}

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