Shader "Custom/AlwaysVisibleUI" { Properties { _MainTex("Texture", 2D) = "white" {} // UI的纹理贴图 } SubShader { Tags { "Queue" = "Overlay" } // 设置UI的渲染队列为 Overlay,使UI始终在其他物体之上 LOD 1000 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; }; sampler2D _MainTex; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag(v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); return col; } ENDCG } } }