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- Shader "Custom/AlwaysOnTop" {
- Properties {
- _MainTex ("Font Texture", 2D) = "white" {}
- _Color ("Text Color", 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
- _ColorMask ("Color Mask", Float) = 15
- }
- SubShader {
- Tags
- {
- "Queue"="Transparent"
- "IgnoreProjector"="True"
- "RenderType"="Transparent"
- "PreviewType"="Plane"
- }
- Stencil
- {
- Ref [_Stencil]
- Comp [_StencilComp]
- Pass [_StencilOp]
- ReadMask [_StencilReadMask]
- WriteMask [_StencilWriteMask]
- }
- Lighting Off
- Cull Off
- ZTest Off
- ZWrite Off
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMask [_ColorMask]
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata_t {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- sampler2D _MainTex;
- uniform float4 _MainTex_ST;
- uniform fixed4 _Color;
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
- o.color = v.color * _Color;
- o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
- #ifdef UNITY_HALF_TEXEL_OFFSET
- o.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
- #endif
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- fixed4 col = i.color;
- col.a *= tex2D(_MainTex, i.texcoord).a;
- clip (col.a - 0.01);
- return col;
- }
- ENDCG
- }
- }
- }
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