转载自:解决VR中UGUI world space UI会被其他物体遮挡的问题
http://www.taidous.com/thread-41442-1-1.html
(出处: 【泰斗社区】-专注互联网游戏和应用的开发者平台)
在制作VR内容时,通常使用的都是UGUI,一般会将Canvas的render mode设置为world space,但是这样设置过后,因为UI是直接放在了场景里面,很容易被其他物体挡住,Unity官方的一个VR例子中给出了一个shader的解决方案,将如下的shader挂在材质上,并将这个材质赋予需要总是显示在所有物体前面的UI控件上,就可以解决这个问题。
- 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
- }
- }
- }
===================================================分割===================================================
下面是自己的一点小小的思路,不利用shader
利用双摄像机,通过更改摄像机的层级达到所想要的效果
对于空间中的问题都能够基本实现,但是不知道为什么手柄会比较先进行渲染,导致手柄会遮挡