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OnTop.shader 1.79 KiB
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  • // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
    
    Shader "Custom/AlwaysOnTop" {
    	Properties{
    		_MainTex("Font Texture", 2D) = "white" {}
    		_Color("Text Color", Color) = (1,1,1,1)
    
    		_StencilComp("Stencil Comparison", Float) = 8
    		_Stencil("Stencil ID", Float) = 0
    		_StencilOp("Stencil Operation", Float) = 0
    		_StencilWriteMask("Stencil Write Mask", Float) = 255
    		_StencilReadMask("Stencil Read Mask", Float) = 255
    
    		_ColorMask("Color Mask", Float) = 15
    	}
    
    		SubShader{
    
    			Tags
    			{
    				"Queue" = "Transparent"
    				"IgnoreProjector" = "True"
    				"RenderType" = "Transparent"
    				"PreviewType" = "Plane"
    			}
    
    			Stencil
    			{
    				Ref[_Stencil]
    				Comp[_StencilComp]
    				Pass[_StencilOp]
    				ReadMask[_StencilReadMask]
    				WriteMask[_StencilWriteMask]
    			}
    
    			Lighting Off
    			Cull Off
    			ZTest Off
    			ZWrite Off
    			Blend SrcAlpha OneMinusSrcAlpha
    			ColorMask[_ColorMask]
    
    			Pass
    			{
    				CGPROGRAM
    				#pragma vertex vert
    				#pragma fragment frag
    
    				#include "UnityCG.cginc"
    
    				struct appdata_t {
    					float4 vertex : POSITION;
    					fixed4 color : COLOR;
    					float2 texcoord : TEXCOORD0;
    				};
    
    				struct v2f {
    					float4 vertex : SV_POSITION;
    					fixed4 color : COLOR;
    					float2 texcoord : TEXCOORD0;
    				};
    
    				sampler2D _MainTex;
    				uniform float4 _MainTex_ST;
    				uniform fixed4 _Color;
    
    				v2f vert(appdata_t v)
    				{
    					v2f o;
    					o.vertex = UnityObjectToClipPos(v.vertex);
    					o.color = v.color * _Color;
    					o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
    	#ifdef UNITY_HALF_TEXEL_OFFSET
    					o.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
    	#endif
    					return o;
    				}
    
    				fixed4 frag(v2f i) : SV_Target
    				{
    					fixed4 col = i.color;
    					col.a *= tex2D(_MainTex, i.texcoord).a;
    					clip(col.a - 0.01);
    					return col;
    				}
    				ENDCG
    			}
    		}
    }