トップページ > Unity(Unity3D) > 内蔵シェーダのソースコード > GUI > Text Shader

Shader "GUI/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;
				col.a *= UNITY_SAMPLE_1CHANNEL(_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
			}
		}
	}
}

最終更新:2013年02月02日 14:03