Created
February 8, 2014 01:35
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Unityで装飾付きのフォント用に頂点カラーとマテリアルカラーが使えるシェーダ。
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Shader "GUI/Vlit Textured Text Shader" | |
{ | |
Properties { | |
_MainTex ("Font Texture", 2D) = "white" {} | |
_Color ("Text Color", Color) = (1,1,1,1) | |
} | |
SubShader { | |
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } | |
Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } | |
Blend SrcAlpha OneMinusSrcAlpha | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma fragmentoption ARB_precision_hint_fastest | |
#include "UnityCG.cginc" | |
struct appdata_t { | |
float4 vertex : POSITION; | |
fixed4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
}; | |
struct v2f { | |
float4 vertex : 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 = mul(UNITY_MATRIX_MVP, v.vertex); | |
o.color = v.color * _Color; | |
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); | |
return o; | |
} | |
fixed4 frag (v2f i) : COLOR | |
{ | |
fixed4 col = i.color * tex2D(_MainTex, i.texcoord); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
SubShader { | |
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } | |
Lighting Off | |
Cull Off | |
ZTest Always | |
ZWrite Off | |
Fog { Mode Off } | |
Blend SrcAlpha OneMinusSrcAlpha | |
BindChannels { | |
Bind "Color", color | |
Bind "Vertex", vertex | |
Bind "TexCoord", texcoord | |
} | |
Pass { | |
SetTexture [_MainTex] { | |
constantColor [_Color] | |
combine constant * primary, constant * texture | |
} | |
} | |
} | |
} |
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