• Unity UI不被3D物体遮挡


    UI Shader:

    Shader "CustomUI/FirstImg"
    {
       Properties
       {
           [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
           _Color("Tint", Color) = (1,1,1,1)
    
           //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
           //ColorMask[_ColorMask]
    
           Pass
           {
               CGPROGRAM
               #pragma vertex vert
               #pragma fragment frag
               #include "UnityCG.cginc"
    
               struct appdata_t
               {
                   float4 vertex : POSITION;
                   float4 color : COLOR;
                   float2 texcoord : TEXCOORD0;
               };
    
               struct v2f
               {
                   float4 vertex : SV_POSITION;
                   fixed4 color : COLOR;
                   half2 texcoord : TEXCOORD0;
               };
    
               fixed4 _Color;
    
               v2f vert(appdata_t IN)
               {
                   v2f OUT;
                   OUT.vertex = UnityObjectToClipPos(IN.vertex);
                   OUT.texcoord = IN.texcoord;
                   #ifdef UNITY_HALF_TEXEL_OFFSET
           OUT.vertex.xy += (_ScreenParams.zw - 1.0) * float2(-1,1);
                   #endif
                   OUT.color = IN.color * _Color;
                   return OUT;
               }
    
               sampler2D _MainTex;
    
               fixed4 frag(v2f IN) : SV_Target
               {
                   half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
                   return color;
               }
               ENDCG
           }
       }
    }
    
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    用该Shader创建一个材质,将该材质挂到不被模型遮挡的UI上。
    在这里插入图片描述

    TextMeshPro 设置:
    修改TextMesh Pro/Shaders/TMP_SDF.shader
    修改如下:
    在这里插入图片描述

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  • 原文地址:https://blog.csdn.net/qq_42862278/article/details/132802423