Browse Source

添加UIshader

ZXP 2 years ago
parent
commit
5017f3dec7

+ 8 - 0
Assets/Material.meta

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+ 84 - 0
Assets/Material/VRUGUI.mat

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+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
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+ 99 - 0
Assets/Material/VRUGUI.shader

@@ -0,0 +1,99 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "UI/Overlay"
+{
+	Properties
+	{
+		[PerRendererData] _MainTex("Font Texture", 2D) = "white" {}
+
+		_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
+	}
+
+		SubShader
+		{
+			LOD 100
+
+			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 Always
+			Offset -1, -1
+			Blend SrcAlpha OneMinusSrcAlpha
+			ColorMask[_ColorMask]
+
+			Pass
+			{
+				CGPROGRAM
+					#pragma vertex vert
+					#pragma fragment frag
+					#include "UnityCG.cginc"
+					#include "UnityUI.cginc"
+
+					struct appdata_t
+					{
+						float4 vertex : POSITION;
+						float2 texcoord : TEXCOORD0;
+						float4 color : COLOR;
+					};
+
+					struct v2f
+					{
+						float4 vertex : SV_POSITION;
+						half2 texcoord : TEXCOORD0;
+						fixed4 color : COLOR;
+					};
+
+					sampler2D _MainTex;
+					float4 _MainTex_ST;
+					fixed4 _Color;
+					fixed4 _TextureSampleAdd;
+
+					v2f vert(appdata_t v)
+					{
+						v2f o;
+						o.vertex = UnityObjectToClipPos(v.vertex);
+						o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
+						o.color = v.color * _Color;
+	#ifdef UNITY_HALF_TEXEL_OFFSET
+						o.vertex.xy += (_ScreenParams.zw - 1.0) * float2(-1,1);
+	#endif
+
+						return o;
+					}
+
+					fixed4 frag(v2f i) : SV_Target
+					{
+						fixed4 col = (tex2D(_MainTex, i.texcoord) + _TextureSampleAdd) * i.color;
+						 clip(col.a - 0.01);
+						return col;
+					}
+				ENDCG
+			}
+		}
+}

+ 10 - 0
Assets/Material/VRUGUI.shader.meta

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+ 476 - 17
Assets/Scenes/Main.unity

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+public class SingletonBase<T> where T : new()
+{
+    private static T instance;
+
+    public static T Instance
+    {
+        get
+        {
+            if (instance == null)
+            {
+                instance = new T();
+            }
+            return instance;
+        }
+    }
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+using UnityEngine;
+/// <summary>
+/// µ¥Àý»ùÀ࣬¼Ì³Ðmono
+/// </summary>
+public class SingletonBaseMono<T> : MonoBehaviour where T : MonoBehaviour
+{
+    private static T instance;
+
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+        get
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