毫无质量的一篇文章,只是找个地方存一下shader
Shader "Unlit/BloomUIDefalut"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
[HDR]_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
_ColorMask("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha

这篇博客详细介绍了Unity中用于UI的无光照Shader的实现,包括属性设置、SubShader结构和Pass处理。文章通过示例代码展示了如何创建并应用Shader,用于控制透明度、颜色混合以及剪切等效果,适用于UI元素的渲染优化。
最低0.47元/天 解锁文章
4535

被折叠的 条评论
为什么被折叠?



