Unity项目中world space状态下的UGUI始终渲染在最上层

Unity项目中world space状态下的UGUI始终渲染在最上层

简介

使用shader创建材质球,赋值到UGUI的对象上,使该UGUI对象始终渲染在最上层。
原文章中是在制作VR项目时,但其实在除Screen Space-Overlay状态下,都可使用。只要符合实际需求即可。
因为拥有该shader的UGUI不会被一般的3D物体所遮挡,故要根据具体需求使用。

shader

shader出自:https://blog.csdn.net/u013032852/article/details/77642262

Shader "UI/Overlay"
{
	Properties
	{
		[PerRendererData] _MainTex("Font Texture", 2D) = "white" {}
		_Color("Tint", 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
		{
			LOD 100

			Tags
			{
				"Queue" = "Transparent"
				"IgnoreProjector" = "True"
				"RenderType" = "Transparent"
				"PreviewType" = "Plane"
				"CanUseSpriteAtlas" = "True"
			}

			Stencil
			{
				Ref[_Stencil]
				Comp[_StencilComp]
				Pass[_StencilOp]
				ReadMask[_StencilReadMask]
				WriteMask[_StencilWriteMask]
			}

			Cull Off
			Lighting Off
			ZWrite Off
			ZTest Always
			Offset -1, -1
			Blend SrcAlpha OneMinusSrcAlpha
			ColorMask[_ColorMask]

			Pass
			{
				CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityUI.cginc"

				struct appdata_t
				{
					float4 vertex : POSITION;
					float2 texcoord : TEXCOORD0;
					float4 color : COLOR;
				};

				struct v2f
				{
					float4 vertex : SV_POSITION;
					half2 texcoord : TEXCOORD0;
					fixed4 color : COLOR;
				};

				sampler2D _MainTex;
				float4 _MainTex_ST;
				fixed4 _Color;
				fixed4 _TextureSampleAdd;

				v2f vert(appdata_t v)
				{
					v2f o;
					o.vertex = UnityObjectToClipPos(v.vertex);
					o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
					o.color = v.color * _Color;
#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 = (tex2D(_MainTex, i.texcoord) + _TextureSampleAdd) * i.color;
					clip(col.a - 0.01);
					return col;
				}
				ENDCG
			}
		}
}
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转载自blog.csdn.net/f_957995490/article/details/104021383