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