【特效穿透】增加shader
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "UI/UIEmptyShader"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags{ "QUEUE" = "Transparent" "IGNOREPROJECTOR" = "true" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "true" }
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Stencil
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{
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Ref 1
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Comp Always
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Pass Replace
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}
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Pass
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{
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ZTest[unity_GUIZTestMode]
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ZWrite Off
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Cull Off
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv);
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col.a = 0;
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// just invert the colors
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return col;
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}
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ENDCG
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}
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}
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}
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