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- Shader "GUI/Text Shader" {
- Properties {
- _MainTex ("Font Texture", 2D) = "white" {}
- _Color ("Text Color", Color) = (1,1,1,1)
- }
- SubShader {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
- Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
- Blend SrcAlpha OneMinusSrcAlpha
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
- struct appdata_t {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f {
- float4 vertex : POSITION;
- 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.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
- return o;
- }
- fixed4 frag (v2f i) : COLOR
- {
- fixed4 col = _Color;
- col.a *= tex2D(_MainTex, i.texcoord).a;
- return col;
- }
- ENDCG
- }
- }
- SubShader {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
- Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
- Blend SrcAlpha OneMinusSrcAlpha
- Pass {
- Color [_Color]
- SetTexture [_MainTex] {
- combine primary, texture * primary
- }
- }
- }
- }
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