Shader "UI/Prerendered Opaque" { Properties { _MainTex("Texture", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) } SubShader { Tags {"Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque"} Blend One Zero, Zero Zero Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ WITH_CLIP #pragma multi_compile _ EXPENSIVE #pragma multi_compile _ ALPHA_TO_MASK #pragma multi_compile _ OVERLAP_MASK #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { #if !WITH_CLIP && !ALPHA_TO_MASK if (_Color.x == 0 && _Color.y == 0 && _Color.z == 0) { return _Color; } #endif #if OVERLAP_MASK // perform 4x multitap sample, selecting min value float2 dx = 0.5 * ddx(i.texcoord); float2 dy = 0.5 * ddy(i.texcoord); // sample the corners of the pixel fixed4 col = min( min( tex2D(_MainTex, i.texcoord + dx + dy), tex2D(_MainTex, i.texcoord - dx + dy)), min( tex2D(_MainTex, i.texcoord + dx - dy), tex2D(_MainTex, i.texcoord - dx - dy))); #elif EXPENSIVE // perform 4x multitap sample float2 dx = 0.25 * ddx(i.texcoord); float2 dy = 0.25 * ddy(i.texcoord); // sample four points inside the pixel fixed4 col = 0.25 * ( tex2D(_MainTex, i.texcoord + dx + dy) + tex2D(_MainTex, i.texcoord - dx + dy) + tex2D(_MainTex, i.texcoord + dx - dy) + tex2D(_MainTex, i.texcoord - dx - dy)); #else fixed4 col = tex2D(_MainTex, i.texcoord); #endif col *= _Color; #if WITH_CLIP clip(col.a - 0.5); #endif #if ALPHA_TO_MASK // quantize to avoid dither col.a = floor(4.0 * col.a + 0.5) * 0.25; #endif return col; } ENDCG } } }