Unity世界UI始终显示在最上层

示例

Shader代码


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
            }
        }
}

Shader文件

https://yun.ccrui.cn/s/D9MHb

Last modification:December 23, 2021
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