├── .gitattributes ├── Assets ├── 2B4357E8F4811D16E6C4990DBBD19B5A.png ├── 2B4357E8F4811D16E6C4990DBBD19B5A.png.meta ├── EraserScene.unity ├── EraserScene.unity.meta ├── Test.meta └── Test │ ├── Brush.renderTexture │ ├── Brush.renderTexture.meta │ ├── _Materials.meta │ ├── _Materials │ ├── Eraser.mat │ ├── Eraser.mat.meta │ ├── Mask.mat │ └── Mask.mat.meta │ ├── _Prefabs.meta │ ├── _Prefabs │ ├── BrushEntity.prefab │ ├── BrushEntity.prefab.meta │ ├── fade dot.png │ └── fade dot.png.meta │ ├── _Scripts.meta │ ├── _Scripts │ ├── ChangeTexturePixel.cs │ ├── ChangeTexturePixel.cs.meta │ ├── DrawMask.cs │ ├── DrawMask.cs.meta │ ├── TexturePixel.cs │ ├── TexturePixel.cs.meta │ ├── UIEraserTexture.cs │ └── UIEraserTexture.cs.meta │ ├── _Shaders.meta │ ├── _Shaders │ ├── Eraser.shader │ ├── Eraser.shader.meta │ ├── MaskShader.shader │ └── MaskShader.shader.meta │ ├── main.unity │ ├── main.unity.meta │ ├── w.jpg │ └── w.jpg.meta ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset └── README.md /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /Assets/2B4357E8F4811D16E6C4990DBBD19B5A.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/xiaoruanzhu/Unity-Eraser/8e5abb2fcfef50aec5a61d4477051074cb413025/Assets/2B4357E8F4811D16E6C4990DBBD19B5A.png 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maxTextureSize: 2048 79 | textureFormat: -1 80 | textureCompression: 3 81 | compressionQuality: 50 82 | crunchedCompression: 0 83 | allowsAlphaSplitting: 0 84 | overridden: 0 85 | - buildTarget: Windows Store Apps 86 | maxTextureSize: 2048 87 | textureFormat: -1 88 | textureCompression: 3 89 | compressionQuality: 50 90 | crunchedCompression: 0 91 | allowsAlphaSplitting: 0 92 | overridden: 0 93 | - buildTarget: WebGL 94 | maxTextureSize: 2048 95 | textureFormat: -1 96 | textureCompression: 3 97 | compressionQuality: 50 98 | crunchedCompression: 0 99 | allowsAlphaSplitting: 0 100 | overridden: 0 101 | spriteSheet: 102 | serializedVersion: 2 103 | sprites: [] 104 | outline: [] 105 | spritePackingTag: 106 | userData: 107 | assetBundleName: 108 | assetBundleVariant: 109 | -------------------------------------------------------------------------------- /Assets/Test/_Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8274d0476bc00d748b5d9a25e68d3593 3 | folderAsset: yes 4 | timeCreated: 1511337990 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Test/_Scripts/ChangeTexturePixel.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using System.Reflection.Emit; 3 | using UnityEngine; 4 | using UnityEngine.Profiling; 5 | using UnityEngine.UI; 6 | 7 | 8 | public class ChangeTexturePixel : MonoBehaviour 9 | { 10 | private RawImage mUITex; 11 | private Texture2D MyTex; 12 | public int Radius = 10; 13 | public Color Col = new Color(0, 0, 0, 0); 14 | public Color Col2 =new Color(0,0,0,0); 15 | private int[][] pixelArray; 16 | private Dictionary texPixelDic=new Dictionary(); 17 | void Awake() 18 | { 19 | mUITex = GetComponent(); 20 | var tex = mUITex.texture as Texture2D; 21 | 22 | MyTex =new Texture2D(tex.width, tex.height, TextureFormat.ARGB32, false); // new Texture2D(tex.width, tex.height, tex.format, false); 23 | 24 | MyTex.SetPixels(tex.GetPixels()); 25 | //MyTex.SetPixels(tex.GetPixels()); 26 | MyTex.Apply(); 27 | mUITex.texture = MyTex; 28 | 29 | //--- 30 | int value = 0; 31 | pixelArray=new int[MyTex.width][]; 32 | for (int i = 0; i < pixelArray.Length; i++) 33 | { 34 | pixelArray[i]=new int[MyTex.height]; 35 | for (int j = 0; j < MyTex.height; j++) 36 | { 37 | pixelArray[i][j] = value; 38 | 39 | texPixelDic.Add(value,new TexturePixel(MyTex,i,j)); 40 | value++; 41 | } 42 | } 43 | //Debug.Log(MyTex ==texPixelDic[pixelArray[10][10]].myTex); 44 | Debug.Log(value); 45 | for (int i = 0; i < 200; i++) 46 | { 47 | for (int j = 0; j < 100; j++) 48 | { 49 | value = pixelArray[i][j]; 50 | //Debug.Log(value); 51 | texPixelDic[pixelArray[i][j]].Scratch(Col); 52 | 53 | } 54 | } 55 | MyTex.Apply(); 56 | } 57 | 58 | void ChangePixelColorByCircle(int x, int y, int radius, Color col) 59 | { 60 | for (int i = -Radius; i < Radius; i++) 61 | { 62 | var py = y + i; 63 | if (py < 0 || py >= MyTex.height) 64 | { 65 | continue; 66 | } 67 | 68 | for (int j = -Radius; j < Radius; j++) 69 | { 70 | var px = x + j; 71 | if (px < 0 || px >= MyTex.width) 72 | { 73 | continue; 74 | } 75 | if (new Vector2(px - x, py - y).magnitude > Radius) 76 | { 77 | continue; 78 | } 79 | Profiler.BeginSample("text1"); 80 | TexturePixel tp ;//= texPixelDic[pixelArray[MyTex.width - 1][py]]; 81 | 82 | if (px==0) 83 | { 84 | tp = texPixelDic[pixelArray[MyTex.width - 1][py]]; 85 | // px = MyTex.width - 1; 86 | //MyTex.SetPixel(MyTex.width-1,py,Col); 87 | 88 | if (tp.GetScratchedTime()<1) 89 | { 90 | tp.Scratch(Col); 91 | } 92 | else 93 | { 94 | tp.Scratch(Col2); 95 | } 96 | } 97 | //MyTex.SetPixel(px, py, Col); 98 | tp = texPixelDic[pixelArray [px][py]]; 99 | if (tp.GetScratchedTime() < 1) 100 | { 101 | tp.Scratch(Col); 102 | } 103 | else 104 | { 105 | tp.Scratch(Col2); 106 | } 107 | Profiler.EndSample(); 108 | } 109 | } 110 | Profiler.BeginSample("text2"); 111 | MyTex.Apply(); 112 | Profiler.EndSample(); 113 | Profiler.BeginSample("text3"); 114 | 115 | 116 | int radiusBigger =(int)( Radius*2.0f); 117 | for (int i = -radiusBigger; i < radiusBigger; i++) 118 | { 119 | var py = y + i; 120 | if (py < 0 || py >= MyTex.height) 121 | { 122 | continue; 123 | } 124 | 125 | for (int j = -radiusBigger; j < radiusBigger; j++) 126 | { 127 | var px = x + j; 128 | if (px < 0 || px >= MyTex.width) 129 | { 130 | continue; 131 | } 132 | if (new Vector2(px - x, py - y).magnitude > radiusBigger) 133 | { 134 | continue; 135 | } 136 | 137 | TexturePixel tp;//= texPixelDic[pixelArray[MyTex.width - 1][py]]; 138 | 139 | if (px == 0) 140 | { 141 | tp = texPixelDic[pixelArray[MyTex.width - 1][py]]; 142 | // px = MyTex.width - 1; 143 | //MyTex.SetPixel(MyTex.width-1,py,Col); 144 | 145 | tp.SetScratchedTime(); 146 | } 147 | //MyTex.SetPixel(px, py, Col); 148 | tp = texPixelDic[pixelArray[px][py]]; 149 | tp.SetScratchedTime(); 150 | 151 | } 152 | } 153 | 154 | 155 | //float iMax= MyTex.width; 156 | //int jMax = MyTex.height; 157 | //for (int i = 0; i < iMax; i++) 158 | //{ 159 | // for (int j = 0; j < jMax; j++) 160 | // { 161 | // texPixelDic[pixelArray[i][j]].SetScratchedTime(); 162 | // } 163 | //} 164 | Profiler.EndSample(); 165 | } 166 | 167 | int[] WorldPos2Pix(Vector3 worldPos) 168 | { 169 | var temp = transform.InverseTransformPoint(worldPos); 170 | var pos = new Vector2(temp.x + mUITex.rectTransform.sizeDelta.x / 2, temp.y + mUITex.rectTransform.sizeDelta.y / 2); 171 | float rateX = mUITex.rectTransform.sizeDelta.x / (float)MyTex.width; 172 | float rateY = mUITex.rectTransform.sizeDelta.y / (float)MyTex.height; 173 | 174 | return new[] 175 | { 176 | (int)(pos.x / rateX), (int)(pos.y/rateY) 177 | }; 178 | 179 | } 180 | 181 | Vector2 ScreenPoint2Pixel(Vector2 mousePos) 182 | { 183 | float imageWidth = mUITex.rectTransform.sizeDelta.x; 184 | float imageHeight = mUITex.rectTransform.sizeDelta.y; 185 | Vector3 imagePos = mUITex.rectTransform.anchoredPosition3D; 186 | //求鼠标在image上的位置 187 | float HorizontalPercent = (mousePos.x - (Screen.width/2 + imagePos.x - imageWidth/2))/imageWidth; //鼠标在Image 水平上的位置 % 188 | float verticalPercent = (mousePos.y - (Screen.height/2 + imagePos.y - imageHeight/2))/imageHeight;//鼠标在Image 垂直上的位置 % 189 | float x = HorizontalPercent*MyTex.width; 190 | float y = verticalPercent*MyTex.height; 191 | return new Vector2(x,y); 192 | } 193 | 194 | void Update() 195 | { 196 | if (Input.GetMouseButton(0)) 197 | { 198 | //Vector3 worldPos = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x,Input.mousePosition.y,10)); //Camera.main .ScreenToWorldPoint(Input.mousePosition); 199 | //Debug.Log(worldPos); 200 | //var posA = WorldPos2Pix(worldPos); 201 | //Debug.Log(posA[0] +" "+posA[1]); 202 | var posA= ScreenPoint2Pixel(Input.mousePosition); 203 | ChangePixelColorByCircle((int)posA.x, (int)posA.y, Radius, Col); 204 | //Debug.Log(Input.mousePosition); 205 | } 206 | //if (Input.GetMouseButtonDown(1)) 207 | //{ 208 | // for (int i = 0; i < MyTex.height; i++) 209 | // { 210 | // for (int j = 0; j < MyTex.width; j++) 211 | // { 212 | // if (MyTex.GetPixel(j,i).r!=0) 213 | // { 214 | // Debug.Log("x:"+j+" y:"+i); 215 | // } 216 | // } 217 | // } 218 | //} 219 | 220 | if (Input.GetMouseButtonDown(2)) 221 | { 222 | for (int i = 0; i < MyTex.height; i++) 223 | { 224 | MyTex.SetPixel(MyTex.width-1, i, Col); 225 | } 226 | MyTex.Apply(); 227 | } 228 | } 229 | } -------------------------------------------------------------------------------- /Assets/Test/_Scripts/ChangeTexturePixel.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1f30082a248c76241821dd0222614b8f 3 | timeCreated: 1536902919 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Test/_Scripts/DrawMask.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | using UnityEngine.UI; 6 | 7 | public class DrawMask : MonoBehaviour { 8 | public float radius = 0.5f;//半径 9 | public GameObject brush; 10 | bool startDraw = false; 11 | bool twoPoints = false; 12 | Vector2 lastPos;//最后一个点 13 | Vector2 penultPos;//倒数第二个点 14 | List brushesPool = new List(),activeBrushes = new List();//笔刷对象池 15 | 16 | public delegate void DrawHandler(Vector2 pos); 17 | public event DrawHandler onStartDraw; 18 | public event DrawHandler onEndDraw; 19 | public event DrawHandler drawing; 20 | // Use this for initialization 21 | void Start () { 22 | } 23 | 24 | // Update is called once per frame 25 | void Update () { 26 | GetInput(); 27 | 28 | } 29 | 30 | void GetInput() 31 | { 32 | if (Input.GetMouseButtonDown(0)) 33 | { 34 | startDraw = true; 35 | if (onStartDraw != null) 36 | { 37 | onStartDraw(VectorTransfer(Input.mousePosition)); 38 | } 39 | penultPos = Input.mousePosition; 40 | } 41 | else if (Input.GetMouseButton(0)) 42 | { 43 | if (twoPoints && Vector2.Distance(Input.mousePosition,lastPos) > 0.5f)//如果两次记录的鼠标坐标距离大于一定的距离,开始记录鼠标的点 44 | { 45 | Vector2 pos = Input.mousePosition; 46 | float dis = Vector2.Distance(lastPos, pos); 47 | int segments = (int)(dis / radius);//计算出平滑的段数 48 | segments = segments < 1 ? 1 : segments; 49 | Vector2[] points = Beizier(penultPos, lastPos, pos, segments);//进行贝塞尔平滑 50 | for (int i = 0; i < points.Length; i++) 51 | { 52 | InstanceBrush(VectorTransfer(points[i])); 53 | } 54 | if (drawing != null) 55 | { 56 | drawing(VectorTransfer(Input.mousePosition)); 57 | } 58 | lastPos = pos; 59 | penultPos = points[points.Length - 2]; 60 | } 61 | else 62 | { 63 | twoPoints = true; 64 | lastPos = Input.mousePosition; 65 | } 66 | } 67 | else if (Input.GetMouseButtonUp(0)) 68 | { 69 | if (onEndDraw != null) 70 | { 71 | onEndDraw(VectorTransfer(Input.mousePosition)); 72 | } 73 | startDraw = false; 74 | twoPoints = false; 75 | } 76 | } 77 | 78 | private void OnPostRender() 79 | { 80 | InitBrushes(); 81 | } 82 | 83 | void InitBrushes() 84 | { 85 | for (int i = 0; i < activeBrushes.Count; i++) 86 | { 87 | activeBrushes[i].SetActive(false); 88 | brushesPool.Add(activeBrushes[i]); 89 | } 90 | activeBrushes.Clear(); 91 | } 92 | 93 | void InstanceBrush(Vector2 pos) 94 | { 95 | GameObject brushClone; 96 | if (brushesPool.Count > 0) 97 | { 98 | brushClone = brushesPool[brushesPool.Count - 1]; 99 | brushesPool.RemoveAt(brushesPool.Count - 1); 100 | } 101 | else 102 | { 103 | brushClone = Instantiate(brush, pos, Quaternion.identity); 104 | } 105 | brushClone.transform.position = pos; 106 | 107 | brushClone.transform.localScale = Vector3.one * radius; 108 | brushClone.SetActive(true); 109 | activeBrushes.Add(brushClone); 110 | } 111 | 112 | /// 113 | /// 贝塞尔平滑 114 | /// 115 | /// 起点 116 | /// 中点 117 | /// 终点 118 | /// 段数 119 | /// 120 | public Vector2[] Beizier(Vector2 start,Vector2 mid, Vector2 end,int segments) 121 | { 122 | float d = 1f / segments; 123 | Vector2[] points = new Vector2[segments - 1]; 124 | for (int i = 0; i < points.Length; i++) 125 | { 126 | float t = d * (i + 1); 127 | points[i] = (1 - t) * (1 - t) * mid + 2 * t * (1 - t) * start + t * t * end; 128 | } 129 | List rps = new List(); 130 | rps.Add(mid); 131 | rps.AddRange(points); 132 | rps.Add(end); 133 | return rps.ToArray(); 134 | } 135 | 136 | Vector2 VectorTransfer(Vector2 point) 137 | { 138 | return Camera.main.ScreenToWorldPoint(new Vector3(point.x, point.y, 0)); 139 | } 140 | } 141 | -------------------------------------------------------------------------------- /Assets/Test/_Scripts/DrawMask.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dc93bcf3a6033f049b3493907755a93c 3 | timeCreated: 1511247463 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Test/_Scripts/TexturePixel.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class TexturePixel 6 | { 7 | public Texture2D myTex; 8 | //float alpha = 1; //当前透明度 9 | int scratchedTime = 0;//被刮的次数 10 | private int x; //像素坐标X 11 | private int y; //像素坐标Y 12 | private bool scratcedPrevious = false; 13 | private bool scratcedCurrent = false; 14 | public TexturePixel(Texture2D tex,int x,int y) 15 | { 16 | myTex = tex; 17 | this.x = x; 18 | this.y = y; 19 | } 20 | 21 | public void Scratch( Color targetCol) 22 | { 23 | myTex.SetPixel(x,y,targetCol); 24 | scratcedCurrent = true; 25 | //Debug.Log("x:"+x+" y:"+y+" a "+ targetCol.a); 26 | } 27 | 28 | public int GetScratchedTime() 29 | { 30 | return scratchedTime; 31 | } 32 | 33 | public void SetScratchedTime() 34 | { 35 | if (scratcedPrevious &&!scratcedCurrent) 36 | { 37 | scratchedTime++; 38 | } 39 | scratcedPrevious = scratcedCurrent; 40 | scratcedCurrent = false; 41 | 42 | } 43 | } 44 | -------------------------------------------------------------------------------- /Assets/Test/_Scripts/TexturePixel.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c37478375971c5342b40fa40657c9f25 3 | timeCreated: 1536918048 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Test/_Scripts/UIEraserTexture.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | using UnityEngine.EventSystems; 4 | using System.Collections; 5 | 6 | public class UIEraserTexture : MonoBehaviour, IPointerDownHandler, IPointerUpHandler 7 | { 8 | 9 | public RawImage image; 10 | public int brushScale = 4; 11 | 12 | Texture2D texRender; 13 | RectTransform mRectTransform; 14 | Canvas canvas; 15 | 16 | void Awake() 17 | { 18 | mRectTransform = GetComponent(); 19 | canvas = GameObject.Find("Canvas").GetComponent(); 20 | } 21 | 22 | void Start() 23 | { 24 | 25 | texRender = new Texture2D(image.mainTexture.width, image.mainTexture.height, TextureFormat.ARGB32, true); 26 | 27 | Reset(); 28 | 29 | } 30 | 31 | bool isMove = false; 32 | 33 | public void OnPointerDown(PointerEventData data) 34 | { 35 | Debug.Log("OnPointerDown..." + data.position); 36 | start = ConvertSceneToUI(data.position); 37 | isMove = true; 38 | } 39 | 40 | public void OnPointerUp(PointerEventData data) 41 | { 42 | isMove = false; 43 | Debug.Log("OnPointerUp..." + data.position); 44 | OnMouseMove(data.position); 45 | start = Vector2.zero; 46 | } 47 | 48 | void Update() 49 | { 50 | if (isMove) 51 | { 52 | OnMouseMove(Input.mousePosition); 53 | } 54 | } 55 | 56 | Vector2 start = Vector2.zero; 57 | Vector2 end = Vector2.zero; 58 | 59 | Vector2 ConvertSceneToUI(Vector3 posi) 60 | { 61 | Vector2 postion; 62 | if (RectTransformUtility.ScreenPointToLocalPointInRectangle(mRectTransform, posi, canvas.worldCamera, out postion)) 63 | { 64 | return postion; 65 | } 66 | return Vector2.zero; 67 | } 68 | 69 | void OnMouseMove(Vector2 position) 70 | { 71 | 72 | end = ConvertSceneToUI(position); 73 | 74 | Draw(new Rect(end.x + texRender.width / 2, end.y + texRender.height / 2, brushScale, brushScale)); 75 | 76 | if (start.Equals(Vector2.zero)) 77 | { 78 | return; 79 | } 80 | 81 | Rect disract = new Rect((start + end).x / 2 + texRender.width / 2, (start + end).y / 2 + texRender.height / 2, Mathf.Abs(end.x - start.x), Mathf.Abs(end.y - start.y)); 82 | 83 | for (int x = (int)disract.xMin; x < (int)disract.xMax; x++) 84 | { 85 | for (int y = (int)disract.yMin; y < (int)disract.yMax; y++) 86 | { 87 | Draw(new Rect(x, y, brushScale, brushScale)); 88 | } 89 | } 90 | 91 | start = end; 92 | } 93 | 94 | void Reset() 95 | { 96 | 97 | for (int i = 0; i < texRender.width; i++) 98 | { 99 | 100 | for (int j = 0; j < texRender.height; j++) 101 | { 102 | 103 | Color color = texRender.GetPixel(i, j); 104 | color.a = 1; 105 | texRender.SetPixel(i, j, color); 106 | } 107 | } 108 | 109 | texRender.Apply(); 110 | image.material.SetTexture("_RendTex", texRender); 111 | 112 | } 113 | 114 | void Draw(Rect rect) 115 | { 116 | 117 | for (int x = (int)rect.xMin; x < (int)rect.xMax; x++) 118 | { 119 | for (int y = (int)rect.yMin; y < (int)rect.yMax; y++) 120 | { 121 | if (x < 0 || x > texRender.width || y < 0 || y > texRender.height) 122 | { 123 | return; 124 | } 125 | Color color = texRender.GetPixel(x, y); 126 | color.a = 0; 127 | texRender.SetPixel(x, y, color); 128 | } 129 | } 130 | 131 | texRender.Apply(); 132 | image.material.SetTexture("_RendTex", texRender); 133 | } 134 | 135 | } -------------------------------------------------------------------------------- /Assets/Test/_Scripts/UIEraserTexture.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4e60f34f6708a1d47826f91889cdb7c0 3 | timeCreated: 1536896733 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Test/_Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 726650e7e14af2f468f59479a0b027b0 3 | folderAsset: yes 4 | timeCreated: 1511338002 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Test/_Shaders/Eraser.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Unlit/Transparent Colored Eraser" 4 | { 5 | Properties 6 | { 7 | _MainTex("Base (RGB), Alpha (A)", 2D) = "white" {} 8 | _RendTex("Base (RGB), Alpha (A)", 2D) = "white" {} 9 | } 10 | 11 | SubShader 12 | { 13 | LOD 200 14 | 15 | Tags 16 | { 17 | "Queue" = "Transparent" 18 | "IgnoreProjector" = "True" 19 | "RenderType" = "Transparent" 20 | } 21 | 22 | Pass 23 | { 24 | Cull Off 25 | Lighting Off 26 | ZWrite Off 27 | Fog{ Mode Off } 28 | Offset 1, 1 29 | ColorMask RGB 30 | AlphaTest Greater .01 31 | Blend SrcAlpha OneMinusSrcAlpha 32 | ColorMaterial AmbientAndDiffuse 33 | 34 | CGPROGRAM 35 | #pragma vertex vert 36 | #pragma fragment frag 37 | #include "UnityCG.cginc" 38 | 39 | sampler2D _MainTex; 40 | float4 _MainTex_ST; 41 | sampler2D _RendTex; 42 | 43 | struct appdata_t 44 | { 45 | float4 vertex : POSITION; 46 | half4 color : COLOR; 47 | float2 texcoord : TEXCOORD0; 48 | }; 49 | 50 | struct v2f 51 | { 52 | float4 vertex : POSITION; 53 | half4 color : COLOR; 54 | float2 texcoord : TEXCOORD0; 55 | }; 56 | 57 | v2f vert(appdata_t v) 58 | { 59 | v2f o; 60 | o.vertex = UnityObjectToClipPos(v.vertex); 61 | o.color = v.color; 62 | o.texcoord = v.texcoord; 63 | return o; 64 | } 65 | 66 | half4 frag(v2f IN) : COLOR 67 | { 68 | // Sample the texture 69 | half4 col = tex2D(_MainTex, IN.texcoord) * IN.color; 70 | half4 rnd = tex2D(_RendTex, IN.texcoord) * IN.color; 71 | col.a = rnd.a; 72 | return col; 73 | } 74 | ENDCG 75 | } 76 | } 77 | } -------------------------------------------------------------------------------- /Assets/Test/_Shaders/Eraser.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 52b54477d757fb1438c6d5b48e18c081 3 | timeCreated: 1536895921 4 | licenseType: Free 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Test/_Shaders/MaskShader.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Custom/MaskShader" { 4 | Properties { 5 | _Color ("Color", Color) = (1,1,1,1) 6 | //_MainTex ("Albedo (RGB)", 2D) = "white" {} 7 | _MaskTex("Mask Texture",2D) = "white"{} 8 | _Mask("Mask",2D) = "white"{} 9 | 10 | } 11 | SubShader { 12 | Tags{"RenderType" = "Transparent" "Queue" = "Transparent"} 13 | pass 14 | { 15 | Blend SrcAlpha OneMinusSrcAlpha 16 | CGPROGRAM 17 | #pragma vertex vert 18 | #pragma fragment frag 19 | #include "unitycg.cginc" 20 | 21 | struct v2f 22 | { 23 | float4 pos:POSITION; 24 | float2 uv:TEXCOORD1; 25 | }; 26 | 27 | //sampler2D _MainTex; 28 | sampler2D _MaskTex; 29 | sampler2D _Mask; 30 | 31 | v2f vert(appdata_base v) 32 | { 33 | v2f o; 34 | o.pos = UnityObjectToClipPos(v.vertex); 35 | o.uv = v.texcoord; 36 | return o; 37 | } 38 | 39 | float4 frag(v2f i):COLOR 40 | { 41 | //float4 mainColor = tex2D(_MainTex,i.uv); 42 | float4 maskTexColor = tex2D(_MaskTex,i.uv); 43 | float4 maskColor = tex2D(_Mask,i.uv); 44 | maskTexColor.a = 1 - maskColor.a; 45 | return maskTexColor; 46 | } 47 | ENDCG 48 | } 49 | } 50 | FallBack 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