83 lines
1.5 KiB
Plaintext
83 lines
1.5 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/Unlit/Text 1"
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{
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Properties
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{
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_MainTex ("Alpha (A)", 2D) = "white" {}
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}
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SubShader
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{
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LOD 200
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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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}
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Pass
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{
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Cull Off
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Lighting Off
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ZWrite Off
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Offset -1, -1
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Fog { Mode Off }
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//ColorMask RGB
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Blend SrcAlpha OneMinusSrcAlpha
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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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sampler2D _MainTex;
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float4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);
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float2 _ClipArgs0 = float2(1000.0, 1000.0);
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struct appdata_t
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{
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float4 vertex : POSITION;
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half4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : POSITION;
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half4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float2 worldPos : TEXCOORD1;
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};
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.color = v.color;
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o.texcoord = v.texcoord;
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o.worldPos = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;
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return o;
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}
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half4 frag (v2f IN) : COLOR
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{
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// Softness factor
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float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipArgs0;
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// Sample the texture
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half4 col = IN.color;
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col.a *= tex2D(_MainTex, IN.texcoord).a;
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col.a *= clamp( min(factor.x, factor.y), 0.0, 1.0);
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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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Fallback "Unlit/Text"
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}
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