UI Shader:
Shader "CustomUI/FirstImg"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
//MASK SUPPORT ADD
_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
//MASK SUPPORT END
}
SubShader
{
Tags
{
"Queue" = "Overlay"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
//MASK SUPPORT ADD
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
ColorMask[_ColorMask]
//MASK SUPPORT END
Cull Off
Lighting Off
ZWrite Off
ZTest Always
Fog
{
Mode Off
}
Blend SrcAlpha OneMinusSrcAlpha
//ColorMask[_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw - 1.0) * float2(-1,1);
#endif
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
return color;
}
ENDCG
}
}
}
用該Shader創(chuàng)建一個(gè)材質(zhì),將該材質(zhì)掛到不被模型遮擋的UI上。文章來(lái)源:http://www.zghlxwxcb.cn/news/detail-733470.html
TextMeshPro 設(shè)置:
修改TextMesh Pro/Shaders/TMP_SDF.shader
修改如下:文章來(lái)源地址http://www.zghlxwxcb.cn/news/detail-733470.html
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