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- // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
- Shader "XGame/Text Shader" {
- Properties {
- _MainTex ("Font Texture", 2D) = "white" {}
- _Color ("Text Color", Color) = (1,1,1,1)
- }
- SubShader {
- Tags {
- "Queue"="Transparent"
- "IgnoreProjector"="True"
- "RenderType"="Transparent"
- "PreviewType"="Plane"
- }
- Lighting Off Cull Off ZTest Always ZWrite Off
- Blend SrcAlpha OneMinusSrcAlpha
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
- #include "UnityCG.cginc"
- struct appdata_t {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- sampler2D _MainTex;
- uniform float4 _MainTex_ST;
- uniform fixed4 _Color;
- v2f vert (appdata_t v)
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.color = v.color * _Color;
- o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- fixed4 col = i.color;
- col *= tex2D(_MainTex, i.texcoord);
- return col;
- }
- ENDCG
- }
- }
- }
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