VR中UGUI world space UI會被其他物體遮擋的問題
阿新 • • 發佈:2018-12-25
轉載自:解決VR中UGUI world space UI會被其他物體遮擋的問題
http://www.taidous.com/thread-41442-1-1.html
(出處: 【泰斗社群】-專注互聯網遊戲和應用的開發者平臺)
在製作VR內容時,通常使用的都是UGUI,一般會將Canvas的render mode設定為world space,但是這樣設定過後,因為UI是直接放在了場景裡面,很容易被其他物體擋住,Unity官方的一個VR例子中給出了一個shader的解決方案,將如下的shader掛在材質上,並將這個材質賦予需要總是顯示在所有物體前面的UI控制元件上,就可以解決這個問題。
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 = mul(UNITY_MATRIX_MVP, 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 } } }