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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "UI/Overlay"
- {
- Properties
- {
- [PerRendererData] _MainTex("Font Texture", 2D) = "white" {}
- _Color("Tint", Color) = (1,1,1,1)
- _StencilComp("Stencil Comparison", Float) = 8
- _Stencil("Stencil ID", Float) = 0
- _StencilOp("Stencil Operation", Float) = 0
- _StencilWriteMask("Stencil Write Mask", Float) = 255
- _StencilReadMask("Stencil Read Mask", Float) = 255
- _ColorMask("Color Mask", Float) = 15
- }
- SubShader
- {
- LOD 100
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- "PreviewType" = "Plane"
- "CanUseSpriteAtlas" = "True"
- }
- Stencil
- {
- Ref[_Stencil]
- Comp[_StencilComp]
- Pass[_StencilOp]
- ReadMask[_StencilReadMask]
- WriteMask[_StencilWriteMask]
- }
- Cull Off
- Lighting Off
- ZWrite Off
- ZTest Always
- Offset -1, -1
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMask[_ColorMask]
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- #include "UnityUI.cginc"
- struct appdata_t
- {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- float4 color : COLOR;
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- half2 texcoord : TEXCOORD0;
- fixed4 color : COLOR;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- fixed4 _Color;
- fixed4 _TextureSampleAdd;
- v2f vert(appdata_t v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
- o.color = v.color * _Color;
- #ifdef UNITY_HALF_TEXEL_OFFSET
- o.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
- #endif
- return o;
- }
- fixed4 frag(v2f i) : SV_Target
- {
- fixed4 col = (tex2D(_MainTex, i.texcoord) + _TextureSampleAdd) * i.color;
- clip(col.a - 0.01);
- return col;
- }
- ENDCG
- }
- }
- }
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