Created
December 11, 2015 17:12
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Top Most Font shader. Useful to ignore Z Buffer reads...
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Shader "UI/TopMostFont" { | |
Properties { | |
_MainTex ("Font Texture", 2D) = "white" {} | |
_Color ("Text Color", 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 { | |
Tags | |
{ | |
"Queue"="Geometry" | |
"IgnoreProjector"="True" | |
"RenderType"="Geometry" | |
"PreviewType"="Plane" | |
} | |
Stencil | |
{ | |
Ref [_Stencil] | |
Comp [_StencilComp] | |
Pass [_StencilOp] | |
ReadMask [_StencilReadMask] | |
WriteMask [_StencilWriteMask] | |
} | |
Lighting Off | |
Cull Off | |
ZTest Off | |
ZWrite Off | |
Blend SrcAlpha OneMinusSrcAlpha | |
ColorMask [_ColorMask] | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata_t { | |
float4 vertex : POSITION; | |
fixed4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
}; | |
struct v2f { | |
float4 vertex : SV_POSITION; | |
fixed4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
}; | |
sampler2D _MainTex; | |
uniform float4 _MainTex_ST; | |
uniform fixed4 _Color; | |
v2f vert (appdata_t v) | |
{ | |
v2f o; | |
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); | |
o.color = v.color * _Color; | |
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); | |
#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 = i.color; | |
col.a *= tex2D(_MainTex, i.texcoord).a; | |
clip (col.a - 0.01); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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