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- // 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"
- }
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