Project_WL/Assets/ThirdParty/NGUI/Resources/Shaders/Unlit - Text.shader

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Shader "Unlit/Text"
{
Properties
{
_MainTex ("Alpha (A)", 2D) = "white" {}
}
SubShader
{
LOD 200
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"DisableBatching" = "True"
}
Cull Off
Lighting Off
ZWrite Off
Offset -1, -1
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
o.color = v.color;
return o;
}
half4 frag (v2f i) : SV_Target
{
half4 col = i.color;
col.a *= tex2D(_MainTex, i.texcoord).a;
return col;
}
ENDCG
}
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"DisableBatching" = "True"
}
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]
{
combine primary, texture
}
}
}
}