UI Shader:
Shader "CustomUI/FirstImg"
{
   Properties
   {
       [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
       _Color("Tint", Color) = (1,1,1,1)
       //MASK SUPPORT ADD
       _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
       //MASK SUPPORT END
   }
   SubShader
   {
       Tags
       {
           "Queue" = "Overlay"
           "IgnoreProjector" = "True"
           "RenderType" = "Transparent"
           "PreviewType" = "Plane"
           "CanUseSpriteAtlas" = "True"
       }
       //MASK SUPPORT ADD
       Stencil
       {
           Ref[_Stencil]
           Comp[_StencilComp]
           Pass[_StencilOp]
           ReadMask[_StencilReadMask]
           WriteMask[_StencilWriteMask]
       }
       ColorMask[_ColorMask]
       //MASK SUPPORT END
       Cull Off
       Lighting Off
       ZWrite Off
       ZTest Always
       Fog
       {
           Mode Off
       }
       Blend SrcAlpha OneMinusSrcAlpha
       //ColorMask[_ColorMask]
       Pass
       {
           CGPROGRAM
           #pragma vertex vert
           #pragma fragment frag
           #include "UnityCG.cginc"
           struct appdata_t
           {
               float4 vertex : POSITION;
               float4 color : COLOR;
               float2 texcoord : TEXCOORD0;
           };
           struct v2f
           {
               float4 vertex : SV_POSITION;
               fixed4 color : COLOR;
               half2 texcoord : TEXCOORD0;
           };
           fixed4 _Color;
           v2f vert(appdata_t IN)
           {
               v2f OUT;
               OUT.vertex = UnityObjectToClipPos(IN.vertex);
               OUT.texcoord = IN.texcoord;
               #ifdef UNITY_HALF_TEXEL_OFFSET
       OUT.vertex.xy += (_ScreenParams.zw - 1.0) * float2(-1,1);
               #endif
               OUT.color = IN.color * _Color;
               return OUT;
           }
           sampler2D _MainTex;
           fixed4 frag(v2f IN) : SV_Target
           {
               half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
               return color;
           }
           ENDCG
       }
   }
}
        用该Shader创建一个材质,将该材质挂到不被模型遮挡的UI上。

TextMeshPro 设置:
修改TextMesh Pro/Shaders/TMP_SDF.shader
修改如下:
