MFUI_Text.shader 997 B

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  1. Shader "iPhone/MFUI_Text"
  2. {
  3. Properties
  4. {
  5. _MainTex ("MainTex", 2D) = "" {}
  6. _clrBase ("Color", COLOR) = (1, 1, 1, 1)
  7. }
  8. SubShader
  9. {
  10. Tags { "Queue" = "Transparent" }
  11. Pass
  12. {
  13. Blend One OneMinusSrcAlpha
  14. Cull Off
  15. Lighting Off
  16. Fog { Mode Off }
  17. ZTest Off
  18. AlphaTest GEqual [_Cutoff]
  19. CGPROGRAM
  20. #pragma vertex vert
  21. #pragma fragment frag
  22. uniform sampler2D _MainTex;
  23. uniform float4 _clrBase;
  24. struct vertexInput
  25. {
  26. float4 vertex : POSITION;
  27. float2 texcoord : TEXCOORD0;
  28. };
  29. struct vertexOutput
  30. {
  31. float4 pos : SV_POSITION;
  32. float2 tex : TEXCOORD0;
  33. };
  34. vertexOutput vert(vertexInput input)
  35. {
  36. vertexOutput output;
  37. output.tex = input.texcoord;
  38. output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
  39. return output;
  40. }
  41. float4 frag(vertexOutput input) : COLOR
  42. {
  43. float4 c1 = tex2D(_MainTex, input.tex);
  44. c1.rgb = c1.rgb * _clrBase.a;
  45. return c1 * _clrBase;
  46. }
  47. ENDCG
  48. }
  49. }
  50. }