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70 行
2.2 KiB

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
}
}
}