unity3d Shader:Ugui Text 穿透模型与背景显示

Shader代码

Shader "CustomUI/FirstText"
{
	Properties
	{
		_MainTex ("Font Texture", 2D) = "white" {}  
			//MASK SUPPORT ADD
	_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
		//MASK SUPPORT END
	}


	SubShader {  
        Tags { "Queue" = "Overlay"
		"IgnoreProjector" = "True"
		"RenderType" = "Transparent"
		"PreviewType" = "Plane" 
		"CanUseSpriteAtlas" = "True" }  
		//MASK SUPPORT ADD
		Stencil
	{
		Ref[_Stencil]
		Comp[_StencilComp]
		Pass[_StencilOp]
		ReadMask[_StencilReadMask]
		WriteMask[_StencilWriteMask]
	}
		ColorMask[_ColorMask]
		//MASK SUPPORT END
       Cull Off
		Lighting Off
		ZWrite Off
		ZTest Always
		Fog{ Mode Off }
		Blend SrcAlpha OneMinusSrcAlpha
        Pass {  
            SetTexture [_MainTex] {  
                combine primary, texture * primary  
            }  
        }  
    }  
}

最终效果
这里写图片描述
这里写图片描述
实现字卡在模型中能穿透显示

当字为模型的背景时:即世界坐标中,字在前,模型在后,但是模型能遮挡字

Shader "CustomUI/BgText"
{
	Properties
	{
		_MainTex("Font Texture", 2D) = "white" {}
	//MASK SUPPORT ADD
	_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
		//MASK SUPPORT END
	}


		SubShader{
		Tags{ "Queue" = "Background"
		"IgnoreProjector" = "True"
		"RenderType" = "Transparent"
		"PreviewType" = "Plane"
		"CanUseSpriteAtlas" = "True" }

		//MASK SUPPORT ADD
		Stencil
	{
		Ref[_Stencil]
		Comp[_StencilComp]
		Pass[_StencilOp]
		ReadMask[_StencilReadMask]
		WriteMask[_StencilWriteMask]
	}
		ColorMask[_ColorMask]
		//MASK SUPPORT END


		Cull Off
		Lighting Off
		ZWrite Off
		ZTest Always
		Fog{ Mode Off }
		Blend SrcAlpha OneMinusSrcAlpha
		Pass{
		//Color[_Color]
		SetTexture[_MainTex]{
		combine primary, texture * primary
	}
	}
	}
}
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