unity 透明视频输出实现方法
效果图:
1、shader:
Shader "Custom/NewSurfaceShader" {
Properties{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
//原始代码保留
_Num("Num",float) = 0.5 //方便调试的参数设置
}
SubShader{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent"}
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
// surface surf Standard fullforwardshadows
//#pragma surface surf NoLight vertex:vert alpha noforwardadd
#pragma surface surf NoLighting alpha:auto
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
//添加
//Alpha决定了贴图的透明度
fixed4 LightingNoLighting(SurfaceOutput s, fixed3 lightDir, fixed atten)
{
fixed4 c;
c.rgb = s.Albedo;
c.a = s.Alpha;
return c;
}
half _Glossiness;
half _Metallic;
fixed4 _Color;
//别忘了声明一下_Num
float _Num;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf(Input IN, inout SurfaceOutput o) {
o.Emission = tex2D(_MainTex, IN.uv_MainTex).rgb;
//这里给输出的Alpha赋值
//由于我的视频没处理好,不是很对称。。。
//对称的话应该是0.5
//这里和0.43比较的是UV贴图的x轴的坐标(0~1,0.5就表示横坐标的一半)
//右半边视频不显示,所以赋值alpha=0
if (IN.uv_MainTex.y <= 0.5)
{
o.Alpha = 0;
}
else
{
//左半边视频的Alpha值和右半边黑白视频的RGB的值一样
//因为我这边处理的A黑白视频不是很好,所以获得了右半边UV的RGB后得比较一下
//再给Alpha赋值
o.Alpha = tex2D(_MainTex, float2(IN.uv_MainTex.x, IN.uv_MainTex.y - 0.5)).rgb * _Num;
}
}
ENDCG
}
FallBack "Diffuse"
}
视频地址:https://pan.baidu.com/s/1bneTfZGmICJAPz3ZJ05n7g
密码:vttk