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