在unity中实现以Shader虚拟围栏,效果是靠近就显示,离开就消失。或者是在VR里实现一个虚拟的安全区。
基于URP渲染管线,这里以十字图案纹理为例。可以自定义显示半径,淡出距离,远近渐变色自定义。
Shader "Custom/VRProximityFadeTexture"
{
Properties
{
[Header(Texture)]
_MainTex ("十字图案 (透明背景)", 2D) = "white" {}
_Density ("十字密集度", Float) = 2.0 // 数值越大,十字越多
_Offset ("纹理偏移 (X,Y)", Vector) = (0,0,0,0)
[Header(Display Settings)]
_Radius ("完全显示半径 (m)", Float) = 1.0
_FadeDistance ("淡出距离 (m)", Float) = 0.5
[Header(Color Settings)]
[Toggle] _UseNearFar ("启用双色渐变", Float) = 1
_MainColor ("单色 (仅单色模式)", Color) = (1, 1, 1, 1)
_NearColor ("靠近颜色", Color) = (1, 0.8, 0, 1)
_FarColor ("远处颜色 (渐变终点)", Color) = (0.2, 0.2, 0.2, 0)
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
Pass
{
Name "ForwardUnlit"
Tags { "LightMode" = "UniversalForward" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 worldPos : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float _Density;
float2 _Offset;
float _Radius;
float _FadeDistance;
float _UseNearFar;
float4 _MainColor;
float4 _NearColor;
float4 _FarColor;
CBUFFER_END
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
Varyings vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
output.worldPos = TransformObjectToWorld(input.positionOS.xyz);
// 应用密度(重复次数)和偏移
output.uv = input.uv * _Density + _Offset;
return output;
}
half4 frag(Varyings input) : SV_Target
{
// 采样纹理(RGBA)
half4 texColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
// 用纹理的Alpha作为形状(十字部分不透明)
float shapeAlpha = texColor.a;
// 计算距离淡出透明度
float dist = distance(input.worldPos, _WorldSpaceCameraPos);
float distanceAlpha = 1.0;
if (dist > _Radius)
{
float fade = (dist - _Radius) / max(_FadeDistance, 0.001);
distanceAlpha = 1.0 - saturate(fade);
}
// 颜色选择(是否双色渐变)
half3 colorTint;
if (_UseNearFar > 0.5)
{
float t = saturate((dist - _Radius) / max(_FadeDistance, 0.001));
colorTint = lerp(_NearColor.rgb, _FarColor.rgb, t);
}
else
{
colorTint = _MainColor.rgb;
}
// 最终颜色:纹理颜色 * 染色
half4 finalColor;
finalColor.rgb = texColor.rgb * colorTint;
// 最终透明度 = 形状alpha * 距离alpha
finalColor.a = shapeAlpha * distanceAlpha;
return finalColor;
}
ENDHLSL
}
}
}
靠近后效果如下


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