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Canvas的RenderMode为WorldSpace
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cs
Shader "UI/Default_OverlayNoZTest" { Properties { [PerRendererData] _MainTex("Sprite 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 _CullMode ("Cull Mode", Float) = 0 _ColorMask("Color Mask", Float) = 15 } SubShader { Tags { "Queue" = "Overlay" "IgnoreProjector" = "True" "RenderType" = "Transparent" //"PreviewType" = "Plane" //"CanUseSpriteAtlas" = "True" } Stencil { Ref[_Stencil] Comp[_StencilComp] Pass[_StencilOp] ReadMask[_StencilReadMask] WriteMask[_StencilWriteMask] } Cull [_CullMode] ZWrite Off Lighting Off Fog { Mode Off } ZTest Always Blend One OneMinusSrcAlpha ColorMask [_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { UNITY_VERTEX_INPUT_INSTANCE_ID float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; }; fixed4 _Color; fixed4 _TextureSampleAdd; //Added for font color support v2f vert(appdata_t IN) { v2f OUT; UNITY_INITIALIZE_OUTPUT(v2f, OUT); UNITY_SETUP_INSTANCE_ID(IN); UNITY_TRANSFER_INSTANCE_ID(IN, OUT); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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) + _TextureSampleAdd) * IN.color; //Added for font color support clip(color.a - 0.01); return color; } ENDCG } } }
shader逻辑在项目中创建并附加到材质球,并把材质球赋值给Material
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TextMeshPro为字体创建的sdf材质进行修改 Overlay
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改为
VR中image或者文字一直浮现在眼前
w-白兰地2025-08-17 19:21
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