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HoloAnatomy / Assets / HoloToolkit / UX / Shaders / 3DTextShader.shader
SURFACEBOOK2\jackwynne on 25 May 2018 2 KB v1
// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.

// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.

///
/// Basic 3D Text shader with proper z-sorting
///
Shader "MixedRealityToolkit/3DTextShader"
{
    Properties
    {
        _MainTex ("Alpha (A)", 2D) = "white" {}

        [HideInInspector] _Color ("Main Color", Color) = (1,1,1,1)
        [HideInInspector] _StencilComp ("Stencil Comparison", Float) = 8
        [HideInInspector] _Stencil ("Stencil ID", Float) = 0
        [HideInInspector] _StencilOp ("Stencil Operation", Float) = 0
        [HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
        [HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
        [HideInInspector] _ColorMask ("Color Mask", Float) = 15
    }

    SubShader
    {
        LOD 200

        Tags
        {
            "Queue" = "Transparent"
            "IgnoreProjector" = "True"
            "RenderType" = "Transparent"
            "PreviewType"="Plane"
        }

        Stencil
        {
            Ref [_Stencil]
            Comp [_StencilComp]
            Pass [_StencilOp]
            ReadMask [_StencilReadMask]
            WriteMask [_StencilWriteMask]
        }

        Cull Off
        Lighting Off
        ZWrite Off
        ZTest [unity_GUIZTestMode]
        Offset -1, -1
        Fog { Mode Off }
        Blend SrcAlpha OneMinusSrcAlpha
        ColorMask [_ColorMask]

        Pass
        {
            CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_instancing
			#include "UnityCG.cginc"

            struct appdata_t
            {
				float4 vertex : POSITION;
				half4 color : COLOR;
				float2 texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f
            {
				float4 vertex : POSITION;
				half4 color : COLOR;
				float2 texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO

            };

			sampler2D _MainTex;
			float4 _MainTex_ST;
			UNITY_INSTANCING_BUFFER_START(Props)
			UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color)
#define _Color_arr Props
			UNITY_INSTANCING_BUFFER_END(Props)

            v2f vert (appdata_t v)
            {
				v2f o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
				o.color = v.color;
				#ifdef UNITY_HALF_TEXEL_OFFSET
					o.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
				#endif
				return o;
            }

            half4 frag (v2f i) : COLOR
            {
				UNITY_SETUP_INSTANCE_ID(i);
				half4 col = i.color;
				col.a *= tex2D(_MainTex, i.texcoord).a;
				col = col * UNITY_ACCESS_INSTANCED_PROP(_Color_arr, _Color);
				clip (col.a - 0.01);
				return col;
            }
            ENDCG
        }
    }
}