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// Pixelated font shader by lox9973 | |
// It is a cutout shader, using alpha blending for 1 pixel antialiasing on the edges. | |
// Intended use is "3D Text" on an opaque object like a sign. | |
Shader "UI/PixelFont" { | |
Properties { | |
_MainTex ("Font Texture", 2D) = "white" {} | |
_Color ("Text Color", Color) = (1,1,1,1) | |
} | |
SubShader { | |
// Below Transparent queue. Renders after the skybox, but writes to depth. | |
Tags { "Queue"="Transparent-400" "RenderType"="TransparentCutout" "PreviewType"="Plane" } | |
Lighting Off Cull Back | |
Blend SrcAlpha OneMinusSrcAlpha | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
float4 _MainTex_TexelSize; | |
float4 _Color; | |
struct VertInput { | |
half4 color : COLOR; | |
float3 vertex : POSITION; | |
float2 texcoord : TEXCOORD0; | |
}; | |
struct VertOutput { | |
half4 color : COLOR; | |
float4 pos : SV_POSITION; | |
float2 tex : TEXCOORD0; | |
UNITY_VERTEX_OUTPUT_STEREO | |
}; | |
void vert(VertInput i, out VertOutput o) { | |
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); | |
o.color = i.color * _Color; | |
o.tex = TRANSFORM_TEX(i.texcoord, _MainTex); | |
o.pos = UnityObjectToClipPos(i.vertex); | |
} | |
half4 frag(VertOutput i) : SV_Target { | |
float2 coord = i.tex.xy * _MainTex_TexelSize.zw; | |
float2 fr = frac(coord + 0.5); | |
float2 fw = max(abs(ddx(coord)), abs(ddy(coord))); | |
i.tex.xy += (saturate((fr-(1-fw)*0.5)/fw) - fr) * _MainTex_TexelSize.xy; | |
half4 color = i.color; | |
color.a *= tex2D(_MainTex, i.tex.xy).a; | |
clip(color.a - 0.01); | |
return color; | |
} | |
ENDCG | |
} | |
} | |
} |
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