NewN_UAVPlane/Assets/GameAssets/Animation/Materials/JiGuang/KanDi.shader

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Shader "Custom/OverlayShader"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "Queue" = "Overlay" } // 设置渲染队列为Overlay
Pass
{
ZTest Always // 忽略深度测试
ZWrite Off // 关闭深度写入
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}