Unity Text透明化问题
Shader "UI/TextBlend"
{
Properties
{
[HideInInspector]_MainTex ("Texture", 2D) = "white" {}
[HideInInspector]_BlendTex("Blend Tex", 2D) = "white" {}
_Color("Text Color", Color) = (1,1,1,1)
_Width (" Width", Range(0, 4096)) = 0
_Height (" Height", Range(0, 4096)) = 0
_R ("Radius", Range(0, 6)) = 0.1
_X ("OffsetX", Range(-1, 1)) = 0.5
_Y ("OffsetY", Range(-1, 1)) = 0.5
_ScaleX ("ScaleX", Range(0, 10)) = 1
_ScaleY ("ScaleY", Range(0, 20)) = 1
_ExpandLen ("_ExpandLen", Range(0, 100)) = 1
}
SubShader
{
// No culling or depth
Tags { "Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Cull Off
ZWrite Off
Lighting Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 v : TEXCOORD1;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.v = v.vertex;
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
sampler2D _BlendTex;
float4 _MainTex_TexelSize;
fixed4 _Color;
float _Width;
float _Height;
float _R;
float _X;
float _Y;
float _ScaleX;
float _ScaleY;
float _ExpandLen;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
col.rgb = _Color.rgb;
fixed newU = i.v.x / _Width;
fixed newV = i.v.y / _Height;
//fixed4 texColor = tex2D(_BlendTex, fixed2(newU + _flipX / 100, newV + _flipY / 100));
//clip(texColor.a - 0.1);
//fixed clipAlpha = texColor.a;
//col.a = clipAlpha * col.a;
float x = (newU - _X) *_ScaleX;
float y = (newV - _Y) *_ScaleY;
float S = sqrt(x * x + y * y);
float k = pow(2, S/_R * -4) * _ExpandLen;
float clipAlpha = clamp(0, 1, k);
col.a = clipAlpha * col.a;
return col ;
}
ENDCG
}
}
}
效果:
![效果图](https://img-blog.csdnimg.cn/d6e724bfff8a40a48d14225009d6a8d1.png#pic_center)