// UNITY_SHADER_NO_UPGRADE
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Shader "UI/Overlay"
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{
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Properties
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{
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[PerRendererData] _MainTex("Font Texture", 2D) = "white" {}
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_Color("Tint", 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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{
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LOD 100
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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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"CanUseSpriteAtlas" = "True"
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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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Cull Back
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Lighting Off
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ZWrite Off
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ZTest[unity_GUIZTestMode]
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Offset -1, -1
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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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#include "UnityUI.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 color : COLOR;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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half2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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v2f vert(appdata_t v)
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{
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v2f o;
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#if UNITY_VERSION >= 560
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o.vertex = UnityObjectToClipPos(v.vertex);
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#else
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o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
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#endif
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.color = v.color * _Color;
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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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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 = (tex2D(_MainTex, i.texcoord) + _TextureSampleAdd) * i.color;
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clip(col.a - 0.01);
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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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