Version: 2023.2
Sprite Atlas V2
Tilemaps

Sprite Shape Renderer

The Sprite Shape Renderer component renders the geometry that Unity generates along a Spline and controls how it visually appears in a Scene for both 2D and 3D projects. Its inputs are derived from the Sprite Shape Profile.

属性

Sprite Shape Renderer 属性设置
Sprite Shape Renderer 属性设置
属性 功能
Color Define the vertex color of the Sprite Shape geometry, which tints or recolors the Sprite Shape. Use the color picker to set the vertex. See the Color section below this table for examples.
Mask Interaction Set how the Sprite Renderer behaves when it interacts with a Sprite Mask . Refer to examples of the different options in the Mask Interaction section below.
Sprite Shape Renderer 不与场景中的任何精灵遮罩交互。这是默认选项。
Visible Inside Mask 精灵形状在精灵遮罩覆盖精灵的地方是可见的,而在遮罩外部不可见。
Visible Outside Mask 精灵形状在精灵遮罩外部是可见的,而在遮罩内部不可见。精灵遮罩会隐藏其覆盖的精灵形状部分。
Sorting Layer Set the Sorting Layer of the Sprite Shape geometry, which controls its priority during rendering. Select an existing Sorting Layer from the drop-down box, or create a new Sorting Layer.
Order In Layer Set the render priority of the Sprite Shape within its Sorting Layer. Lower numbered Sprite Shapes are rendered first, with higher numbered Sprite Shapes overlapping those below.

Color

The examples below show what happens when you change the RGB values on the Sprite Shape Renderer’s Color setting. To change a Sprite Shape’s opacity, change the value of the Alpha (A) channel, where lower values make the Sprite appear more transparent and higher values make the Sprite appear more opaque.

Left: The original Sprite. Right: The Sprite with its RGB colors set to red.
Left: The original Sprite. Right: The Sprite with its RGB colors set to red.

Fill Material and Edge Material

Use a Material’s Material and Shader settings to control how Unity renders Fill and Edge geometries. The default Material for a new Sprite Shape is ‘Sprites - Default’. Scene lighting does not affect this default Sprite Shape. To make the Sprite react to lighting, assign the Material ‘Default - Diffuse’ instead. To do this, select the small circle next to the Material field to bring up the Object Picker window, and select the ‘Default-Diffuse’ Material. Refer to Materials, Shaders & Textures for more information about these settings.

Mask Interaction

Mask Interaction controls how the Sprite Shape Renderer interacts with Sprite Masks. Select either Visible Inside Mask or Visible Outside Mask from the Mask Interaction drop-down menu. The examples below show the effect of either option:

Left: With Visible Inside Mask enabled. Right: With Visible Outside Mask enabled.
Left: With Visible Inside Mask enabled. Right: With Visible Outside Mask enabled.

SpriteShapeRenderer

Sprite Atlas V2
Tilemaps