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- Shader "Google/Maps/Shaders/UI Overlay" {
- Properties {
- _MainTex ("Font Texture", 2D) = "white" {}
- }
- SubShader {
- Tags { "RenderType" = "Transparent" "Queue"="Transparent" }
- // Z testing configured to make labels draw unconditionally, to appear over other geometry.
- ZWrite Off
- ZTest Always
- CGPROGRAM
- #pragma surface surf NoLighting noambient alpha
- sampler2D _MainTex;
- // _TextureSampleAdd automatically controlled by Unity, primarily for UI.
- fixed4 _TextureSampleAdd;
- struct Input {
- float2 uv_MainTex;
- float4 color : COLOR;
- };
- // Surface shader samples the texture and adds the automatically provided _TextureSampleAdd.
- void surf (Input IN, inout SurfaceOutput o) {
- fixed4 col = (tex2D(_MainTex, IN.uv_MainTex)+ _TextureSampleAdd) * IN.color;
- o.Albedo = col.rgb;
- o.Alpha = col.a;
- }
- // Simple Unlit lighting model copies input colour and alpha directly to output.
- // Hooked into the shader by "surf NoLighting" in the #pragma above.
- fixed4 LightingNoLighting(SurfaceOutput s, fixed3 lightDir, fixed atten)
- {
- fixed4 c;
- c.rgb = s.Albedo;
- c.a = s.Alpha;
- return c;
- }
- ENDCG
- }
- Fallback "Diffuse"
- }
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