2.3指导器图片高亮显示shader
新建shader,代码以下
Shader "Custom/SkillHintBg" {
Properties {
_MainTex ("Base Texture", 2D) = "white" {}
_Color ("Main Color", Color) = (1,1,1,1)
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
Lighting Off
ZWrite Off
BindChannels {
Bind "Color", color
Bind "Vertex", vertex
Bind "TexCoord", texcoord
}
SubShader {
Pass {
//ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata_tan v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord;
return o;
}
sampler2D _MainTex;
float4 _Color;
half4 frag (v2f i) : COLOR
{
half4 result = tex2D (_MainTex, i.uv);
result*=_Color;
return result;
}
ENDCG
}
Pass {
ZTest Greater
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata_tan v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord;
return o;
}
sampler2D _MainTex;
float4 _Color;
half4 frag (v2f i) : COLOR
{
half4 result = tex2D (_MainTex, i.uv);
result*=_Color;
result.a /= 3;
return result;
}
ENDCG
}
}
}
}Shader "Custom/S