DeltaVR/Assets/_PROJECT/Shaders/Default_OverlayNoZTest.shader
2023-05-08 15:56:10 +03:00

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Shader "UI/Default_OverlayNoZTest"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", 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
_CullMode ("Cull Mode", Float) = 0
_ColorMask("Color Mask", Float) = 15
}
SubShader
{
Tags
{
"Queue" = "Overlay"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
//"PreviewType" = "Plane"
//"CanUseSpriteAtlas" = "True"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog
{
Mode Off
}
ZTest Always
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
fixed4 _Color;
fixed4 _TextureSampleAdd; //Added for font color support
v2f vert(appdata_t IN)
{
v2f OUT;
UNITY_INITIALIZE_OUTPUT(v2f, OUT);
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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) + _TextureSampleAdd) * IN.color;
//Added for font color support
clip(color.a - 0.01);
return color;
}
ENDCG
}
}
}