Shader "BFI/Font4" { Properties { _MainTex("Texture", 2D) = "white" {} _MainTex2("Texture2", 2D) = "white" {} _MainTex3("Texture3", 2D) = "white" {} _MainTex4("Texture4", 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 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0 } SubShader { 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[unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask[_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #include "BFILogic.cginc" #pragma multi_compile __ UNITY_UI_ALPHACLIP struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = v.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = v.texcoord; OUT.color = v.color * _Color; return OUT; } sampler2D _MainTex; sampler2D _MainTex2; sampler2D _MainTex3; sampler2D _MainTex4; fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; half4 color2 = (tex2D(_MainTex2, IN.texcoord - float2(1.0, 0)) + _TextureSampleAdd) * IN.color; half4 color3 = (tex2D(_MainTex3, IN.texcoord - float2(2.0, 0)) + _TextureSampleAdd) * IN.color; half4 color4 = (tex2D(_MainTex4, IN.texcoord - float2(3.0, 0)) + _TextureSampleAdd) * IN.color; color *= when_le(IN.texcoord.x, 1.0); color2 *= and(when_gt(IN.texcoord.x, 1.0), when_le(IN.texcoord.x, 2.0)); color3 *= and(when_gt(IN.texcoord.x, 2.0), when_le(IN.texcoord.x, 3.0)); color4 *= when_gt(IN.texcoord.x, 3.0); color += color2 + color3 + color4; color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #ifdef UNITY_UI_ALPHACLIP clip(color.a - 0.001); #endif return color; } ENDCG } } }