106 lines
2.4 KiB
Plaintext
106 lines
2.4 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/Unlit/Text 3"
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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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float4 _ClipArgs0 = float4(1000.0, 1000.0, 0.0, 1.0);
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float4 _ClipRange1 = float4(0.0, 0.0, 1.0, 1.0);
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float4 _ClipArgs1 = float4(1000.0, 1000.0, 0.0, 1.0);
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float4 _ClipRange2 = float4(0.0, 0.0, 1.0, 1.0);
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float4 _ClipArgs2 = float4(1000.0, 1000.0, 0.0, 1.0);
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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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float4 worldPos : TEXCOORD1;
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float2 worldPos2 : TEXCOORD2;
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};
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float2 Rotate (float2 v, float2 rot)
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{
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float2 ret;
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ret.x = v.x * rot.y - v.y * rot.x;
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ret.y = v.x * rot.x + v.y * rot.y;
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return ret;
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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.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;
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o.worldPos.zw = Rotate(v.vertex.xy, _ClipArgs1.zw) * _ClipRange1.zw + _ClipRange1.xy;
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o.worldPos2 = Rotate(v.vertex.xy, _ClipArgs2.zw) * _ClipRange2.zw + _ClipRange2.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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// First clip region
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float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos.xy)) * _ClipArgs0.xy;
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float f = min(factor.x, factor.y);
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// Second clip region
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factor = (float2(1.0, 1.0) - abs(IN.worldPos.zw)) * _ClipArgs1.xy;
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f = min(f, min(factor.x, factor.y));
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// Third clip region
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factor = (float2(1.0, 1.0) - abs(IN.worldPos2)) * _ClipArgs2.xy;
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f = min(f, min(factor.x, factor.y));
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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(f, 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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