// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. See LICENSE in the project root for license information. /// /// Basic 3D TextMesh shader with proper z-sorting and culling options. /// Shader "Mixed Reality Toolkit/Text3DShader" { Properties { _MainTex("Alpha (A)", 2D) = "white" {} [Enum(UnityEngine.Rendering.CullMode)] _Cull("Cull", Float) = 0 [HideInInspector] _Color("Main Color", Color) = (1,1,1,1) [HideInInspector] _StencilComp("Stencil Comparison", Float) = 8 [HideInInspector] _Stencil("Stencil ID", Float) = 0 [HideInInspector] _StencilOp("Stencil Operation", Float) = 0 [HideInInspector] _StencilWriteMask("Stencil Write Mask", Float) = 255 [HideInInspector] _StencilReadMask("Stencil Read Mask", Float) = 255 [HideInInspector] _ColorMask("Color Mask", Float) = 15 } SubShader { LOD 200 Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" } Stencil { Ref[_Stencil] Comp[_StencilComp] Pass[_StencilOp] ReadMask[_StencilReadMask] WriteMask[_StencilWriteMask] } Cull[_Cull] Lighting Off ZWrite On ZTest[unity_GUIZTestMode] Offset -1, -1 Fog { Mode Off } Blend SrcAlpha OneMinusSrcAlpha ColorMask[_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; half4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : POSITION; half4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; UNITY_INSTANCING_BUFFER_START(Props) UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color) #define _Color_arr Props UNITY_INSTANCING_BUFFER_END(Props) v2f vert(appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); o.color = v.color; #ifdef UNITY_HALF_TEXEL_OFFSET o.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1); #endif return o; } half4 frag(v2f i) : COLOR { UNITY_SETUP_INSTANCE_ID(i); half4 col = i.color; col.a *= tex2D(_MainTex, i.texcoord).a; col = col * UNITY_ACCESS_INSTANCED_PROP(_Color_arr, _Color); clip(col.a - 0.01); return col; } ENDCG } } CustomEditor "Microsoft.MixedReality.Toolkit.Editor.Text3DShaderGUI" }