Created
May 14, 2016 00:28
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Shader "GUI/3D Text Shader" { | |
Properties | |
{ | |
_MainTex("Font Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" } | |
//Pass | |
//{ | |
Blend SrcAlpha OneMinusSrcAlpha | |
ZWrite On | |
CGPROGRAM | |
//#pragma vertex vert | |
#pragma surface surf Lambert vertex:vert | |
//#pragma fragment frag | |
#include "UnityCG.cginc" | |
sampler2D _MainTex; | |
struct Input { | |
float4 pos : SV_POSITION; | |
//fixed4 color : COLOR; | |
float2 uv_tex : TEXCOORD0; | |
}; | |
//float4 _MainTex_ST; | |
void vert(inout appdata_full v, out Input o) | |
{ | |
UNITY_INITIALIZE_OUTPUT(Input, o); | |
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); | |
//o.color = v.color; | |
//o.uv_tex = TRANSFORM_TEX(v.texcoord, _MainTex); | |
//o.uv_tex = v.texcoord; | |
//v2f o; | |
//o.pos = mul(UNITY_MATRIX_MVP, v.vertex); | |
//o.color = v.color; | |
//o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); | |
//return o; | |
} | |
void surf(Input IN, inout SurfaceOutput o) { | |
o.Alpha = o.Alpha * tex2D(_MainTex, IN.uv_tex).a; | |
} | |
/*fixed4 frag(v2f o) : COLOR | |
{ | |
// this gives us text or not based on alpha, apparently | |
o.color.a *= tex2D(_MainTex, o.uv).a; | |
return o.color; | |
} | |
ENDCG | |
//} | |
} | |
//Fallback "Diffuse" | |
} |
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