Shader "UIWidgets/Text Shader" { Properties { _MainTex ("Font Texture", 2D) = "white" {} _Color ("Text Color", Color) = (1,1,1,1) } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Lighting Off Cull Off ZTest Always ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass { 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; float2 clipUV : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; uniform float4 _MainTex_ST; uniform fixed4 _Color; #include "UIWidgets_CG.cginc" v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); float3 eyePos = UnityObjectToViewPos(v.vertex); o.color = v.color * _Color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); o.clipUV = mul(UIWidgets_GUIClipMatrix, float4(eyePos.xy, 0, 1.0)); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = i.color; col.a *= tex2D(_MainTex, i.texcoord).a; float pixelScale = 1.0f / abs(ddx(i.clipUV.x)); col.a *= getClipAlpha(i.clipUV, pixelScale); return col; } ENDCG } } }