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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "UI/UI3D" {
- Properties {
- _MainTex ("Font Texture", 2D) = "white" {}
- _Color ("Color", Color) = (1,1,1,1)
- }
- SubShader {
- Tags
- {
- "Queue"="Transparent+1500" //为了跟TextMesh一致
- "IgnoreProjector"="True"
- "RenderType"="Transparent"
- }
- Lighting Off
- ZTest Off
- ZWrite Off
- Fog { Mode Off }
- Blend SrcAlpha OneMinusSrcAlpha
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile _DUMMY _SEPERATE_ALPHA_TEX_ON
- #include "UnityCG.cginc"
- struct appdata_t {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- sampler2D _MainTex;
- fixed4 _Color;
- uniform float4 _MainTex_ST;
- #if _SEPERATE_ALPHA_TEX_ON
- sampler2D _AlphaTex;
- #endif
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.color = v.color;
- o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
- #ifdef UNITY_HALF_TEXEL_OFFSET
- o.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
- #endif
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- #if _SEPERATE_ALPHA_TEX_ON
- fixed4 col = fixed4(tex2D(_MainTex, i.texcoord).rgb, tex2D(_AlphaTex, i.texcoord).r);
- #else
- fixed4 col = tex2D(_MainTex, i.texcoord);
- #endif
- return col * i.color * _Color;
- }
- ENDCG
- }
- }
- }
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