Unity exe程序背景透明化+鼠标穿透
转:https://blog.csdn.net/www1501766557/article/details/108308060Shader "Custom/MakeTransparent" {Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _TransparentColorKey ("Transparent Color Key", Color) = (0,1,0,1) _TransparencyMargin ("Transparency Margin", Float) = 0.01 }SubShader { Pass { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma vertex VertexShaderFunction #pragma fragment PixelShaderFunction #include "UnityCG.cginc" struct VertexData { float4 position : POSITION; float2 uv : TEXCOORD0; }; struct VertexToPixelData { float4 position : SV_POSITION; float2 uv : TEXCOORD0; }; VertexToPixelData VertexShaderFunction(VertexData input) { VertexToPixelData output; output.position = UnityObjectToClipPos (input.position); output.uv = input.uv; return output; } sampler2D _MainTex; float3 _TransparentColorKey; float _TransparencyMargin; float4 PixelShaderFunction(VertexToPixelData input) : SV_Target { float4 color = tex2D(_MainTex, input.uv); float deltaR = abs(color.r - _TransparentColorKey.r); float deltaG = abs(color.g - _TransparentColorKey.g); float deltaB = abs(color.b - _TransparentColorKey.b); if (deltaR < _TransparencyMargin && deltaG < _TransparencyMargin && deltaB < _TransparencyMargin) { return float4(0.0f, 0.0f, 0.0f, 0.0f); } return color; } ENDCG }}}using System;using System.Runtime.InteropServices;using UnityEngine;public class TransparentWindow : MonoBehaviour{ private Material m_Material; private struct MARGINS { public int cxLeftWidth; public int cxRightWidth; public int cyTopHeight; public int cyBottomHeight; } private static extern IntPtr GetActiveWindow(); private static extern int SetWindowLong(IntPtr hWnd, int nIndex, uint dwNewLong); private static extern uint DwmExtendFrameIntoClientArea(IntPtr hWnd, ref MARGINS margins);private static extern int SetWindowPos(IntPtr hwnd, IntPtr hwndInsertAfter, int x, int y, int cx, int cy, int uFlags);static extern bool ShowWindowAsync(IntPtr hWnd, int nCmdShow);static extern int SetLayeredWindowAttributes(IntPtr hwnd, int crKey, byte bAlpha, int dwFlags);private static extern bool SetForegroundWindow(IntPtr hWnd);const int GWL_STYLE = -16;const int GWL_EXSTYLE = -20;const uint WS_POPUP = 0x80000000; const uint WS_VISIBLE = 0x10000000;const uint WS_EX_TOPMOST = 0x00000008;const uint WS_EX_LAYERED = 0x00080000;const uint WS_EX_TRANSPARENT = 0x00000020;const int SWP_FRAMECHANGED = 0x0020;const int SWP_SHOWWINDOW = 0x0040;const int LWA_ALPHA = 2;private IntPtr HWND_TOPMOST = new IntPtr(-1);private IntPtr _hwnd;void Start() {#if !UNITY_EDITOR MARGINS margins = new MARGINS() { cxLeftWidth = -1 }; _hwnd = GetActiveWindow(); int fWidth = Screen.width; int fHeight = Screen.height; SetWindowLong(_hwnd, GWL_STYLE, WS_POPUP | WS_VISIBLE); SetWindowLong(_hwnd, GWL_EXSTYLE, WS_EX_TOPMOST | WS_EX_LAYERED | WS_EX_TRANSPARENT); DwmExtendFrameIntoClientArea(_hwnd, ref margins); SetWindowPos(_hwnd, HWND_TOPMOST, 0, 0, fWidth, fHeight, SWP_FRAMECHANGED | SWP_SHOWWINDOW); ShowWindowAsync(_hwnd, 3); //Forces window to show in case of unresponsive app // SW_SHOWMAXIMIZED(3)#endif}void OnRenderImage(RenderTexture from, RenderTexture to) { Graphics.Blit(from, to, m_Material); }}
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