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Unity exe程序背景透明化+鼠标穿透

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发表于 2022-4-28 08:15 | 显示全部楼层 |阅读模式
转:https://blog.csdn.net/www1501766557/article/details/108308060
Shader "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{    [SerializeField]    private Material m_Material;    private struct MARGINS    {        public int cxLeftWidth;        public int cxRightWidth;        public int cyTopHeight;        public int cyBottomHeight;    }    [DllImport("user32.dll")]    private static extern IntPtr GetActiveWindow();    [DllImport("user32.dll")]    private static extern int SetWindowLong(IntPtr hWnd, int nIndex, uint dwNewLong);    [DllImport("Dwmapi.dll")]    private static extern uint DwmExtendFrameIntoClientArea(IntPtr hWnd, ref MARGINS margins);  [DllImport("user32.dll", EntryPoint = "SetWindowPos")]  private static extern int SetWindowPos(IntPtr hwnd, IntPtr hwndInsertAfter, int x, int y, int cx, int cy, int uFlags);  [DllImport("user32.dll")]  static extern bool ShowWindowAsync(IntPtr hWnd, int nCmdShow);  [DllImport("user32.dll", EntryPoint = "SetLayeredWindowAttributes")]  static extern int SetLayeredWindowAttributes(IntPtr hwnd, int crKey, byte bAlpha, int dwFlags);  [DllImport("User32.dll")]  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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