// Tweak of the standard font shader that renders text with fixed screen space size // but still taking the z position of the object and do z test Shader "GUI/Billboard Text Shader" { Properties { _MainTex("Font Texture", 2D) = "white" {} _Color("Text Color", Color) = (1,1,1,1) _ScreenOffsetX("Screen Offset X", Float) = 0 _ScreenOffsetY("Screen Offset Y", Float) = 0 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" } Lighting Off Cull Off ZTest Always ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass { ZTest LEqual CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; uniform float4 _MainTex_ST; uniform fixed4 _Color; uniform float _ScreenOffsetX; uniform float _ScreenOffsetY; v2f vert(appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(unity_ObjectToWorld[3]); o.vertex /= o.vertex.w; float aspect = _ScreenParams.y / _ScreenParams.x; float2 scale = float2(0.02f, -0.02f) * aspect; o.vertex.xy += v.vertex.xy * scale + float2(_ScreenOffsetX / _ScreenParams.x, _ScreenOffsetY / _ScreenParams.y); o.color = v.color * _Color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = i.color; col.a *= tex2D(_MainTex, i.texcoord).a; return col; } ENDCG } } }