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91 行
1.9 KiB

// 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
}
}
}