如何在2D ui界面模拟3D的透视效果
如何在2D ui界面模拟3D的透视效果,或许通过缩放UI元素,远小近大也可以实现。
一种更好的方法是shader中使用透视矩阵来渲染,透视矩阵如下:

参考shader如下:
Shader "UI/Test3D" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) _StencilComp("Stencil Comparison", Float) = 8 _Stencil("Stencil ID", Float) = 0 _StencilOp("Stencil Operation", Float) = 0 _StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilReadMask("Stencil Read Mask", Float) = 255 _ColorMask("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0 //透视 [Space(20)] [Toggle] _IsPerspective("是否透视", float) = 0 _VSRotateAngle("旋转角度",float) = 35 _VSPosOffset("位置偏移", Vector) = (0, 0, 0, 0) _CotHalfFov("Cot Half Fov",float) = 1.732051 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend One OneMinusSrcAlpha ColorMask [_ColorMask] Pass { Name "Default" HLSLPROGRAM #pragma vertex vert #pragma fragment pixel #pragma target 2.0 #pragma multi_compile_local _ UNITY_UI_CLIP_RECT #pragma multi_compile_local _ UNITY_UI_ALPHACLIP struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float4 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; half4 mask : TEXCOORD2; UNITY_VERTEX_OUTPUT_STEREO }; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); float4 _TextureSampleAdd; float4 _ClipRect; float _UIMaskSoftnessX; float _UIMaskSoftnessY; CBUFFER_START(UnityPerMaterial) float4 _Color; float4 _MainTex_ST; CBUFFER_END float _IsPerspective; float _VSRotateAngle; float4 _VSPosOffset; float _CotHalfFov; float4 TransformObjectToHClipPerspective(float4 vertex) { float4 posVS = mul(UNITY_MATRIX_MV, float4(vertex.xyz, 1.0)); float4x4 pMatrix; if (_IsPerspective > 0) { posVS.xyz = RotateAroundByDegree(-_VSRotateAngle, posVS.xyz); posVS += _VSPosOffset; /* * 透视投影矩阵 * ugui canvas overlay mode, projection camera,fov:60,near:1,far:8000 * _VSRotateAngle:35, _VSPosOffset:Vector4(0,1635,-3327,0) */ float aspect = _ScreenParams.y / _ScreenParams.x; pMatrix = float4x4(_CotHalfFov * aspect, 0, 0, 0, 0, _CotHalfFov, 0, 0, 0, 0, -1.00025, -2.00025, 0, 0, -1, 0); } else { pMatrix = UNITY_MATRIX_P; } return mul(pMatrix, posVS); } v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = v.vertex; //OUT.vertex = TransformObjectToHClip(v.vertex.xyz); OUT.vertex = TransformObjectToHClipPerspective(v.vertex); float2 pixelSize = OUT.vertex.w; pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex); OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))); OUT.color = v.color * _Color; return OUT; } // This is a overridable method for calculate UI image color // if you want make some effects for UI image, please override this method. #ifndef INITIALIZE_UI_IMAGE #define INITIALIZE_UI_IMAGE InitializeUIImage void InitializeUIImage(v2f IN,inout float4 color) { color = IN.color * (SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex,IN.texcoord) + _TextureSampleAdd); } #endif float4 pixel(v2f IN) : SV_Target { //Round up the alpha color coming from the interpolator (to 1.0/256.0 steps) //The incoming alpha could have numerical instability, which makes it very sensible to //HDR color transparency blend, when it blends with the world's texture. const half alphaPrecision = half(0xff); const half invAlphaPrecision = half(1.0/alphaPrecision); IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision; half4 color; INITIALIZE_UI_IMAGE(IN,color); #ifdef UNITY_UI_CLIP_RECT half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); color.a *= m.x * m.y; #endif #ifdef UNITY_UI_ALPHACLIP clip (color.a - 0.001); #endif // Guaranteeing that your UI shader is in mode of "One OneMinusSrcAlpha". color.rgb *= color.a; return color; } ENDHLSL } } }

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