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97 lines
2.1 KiB
97 lines
2.1 KiB
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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Shader "UI/Default Font - Extra Texture" { |
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Properties { |
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_MainTex ("Font Texture", 2D) = "white" {} |
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_OverlayTex ("Overlay Texture", 2D) = "white" {} |
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_Color ("Text Color", Color) = (1,1,1,1) |
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_StencilComp ("Stencil Comparison", Float) = 8 |
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_Stencil ("Stencil ID", Float) = 0 |
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_StencilOp ("Stencil Operation", Float) = 0 |
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_StencilWriteMask ("Stencil Write Mask", Float) = 255 |
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_StencilReadMask ("Stencil Read Mask", Float) = 255 |
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_ColorMask ("Color Mask", Float) = 15 |
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} |
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SubShader { |
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Tags |
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{ |
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"Queue"="Transparent" |
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"IgnoreProjector"="True" |
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"RenderType"="Transparent" |
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"PreviewType"="Plane" |
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} |
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Stencil |
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{ |
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Ref [_Stencil] |
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Comp [_StencilComp] |
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Pass [_StencilOp] |
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ReadMask [_StencilReadMask] |
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WriteMask [_StencilWriteMask] |
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} |
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Lighting Off |
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Cull Off |
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ZTest [unity_GUIZTestMode] |
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ZWrite Off |
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Fog { Mode Off } |
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Blend SrcAlpha OneMinusSrcAlpha |
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ColorMask [_ColorMask] |
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Pass |
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{ |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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struct appdata_t { |
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float4 vertex : POSITION; |
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fixed4 color : COLOR; |
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float2 texcoord : TEXCOORD0; |
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}; |
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struct v2f { |
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float4 vertex : SV_POSITION; |
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fixed4 color : COLOR; |
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float2 texcoord : TEXCOORD0; |
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float2 texcoord2 : TEXCOORD1; |
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}; |
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sampler2D _MainTex; |
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sampler2D _OverlayTex; |
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uniform float4 _MainTex_ST; |
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uniform float4 _OverlayTex_ST; |
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uniform fixed4 _Color; |
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v2f vert (appdata_t v) |
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{ |
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v2f o; |
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o.vertex = UnityObjectToClipPos(v.vertex); |
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o.color = v.color * _Color; |
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); |
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#ifdef UNITY_HALF_TEXEL_OFFSET |
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o.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); |
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#endif |
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o.texcoord2 = (o.vertex.xy + 1) / 2; |
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o.texcoord2.y = 1 - o.texcoord2.y; |
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return o; |
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} |
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fixed4 frag (v2f i) : SV_Target |
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{ |
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fixed4 col = i.color; |
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col.a *= tex2D(_MainTex, i.texcoord).a; |
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clip (col.a - 0.01); |
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col.rgb *= tex2D(_OverlayTex, i.texcoord2).rgb; |
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return col; |
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} |
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ENDCG |
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} |
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} |
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}
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