解决VR中UGUI world space UI会被其他物体遮挡的问题

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转载自:解决VR中UGUI world space UI会被其他物体遮挡的问题
http://www.taidous.com/thread-41442-1-1.html
(出处: 【泰斗社区】-专注互联网游戏和应用的开发者平台)


在制作VR内容时,通常使用的都是UGUI,一般会将Canvas的render mode设置为world space,但是这样设置过后,因为UI是直接放在了场景里面,很容易被其他物体挡住,Unity官方的一个VR例子中给出了一个shader的解决方案,将如下的shader挂在材质上,并将这个材质赋予需要总是显示在所有物体前面的UI控件上,就可以解决这个问题。

Shader "UI/Overlay"{Properties{[PerRendererData] _MainTex ("Font Texture", 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}SubShader{LOD 100Tags{"Queue" = "Transparent""IgnoreProjector" = "True""RenderType" = "Transparent""PreviewType"="Plane""CanUseSpriteAtlas" = "True"}Stencil{Ref [_Stencil]Comp [_StencilComp]Pass [_StencilOp] ReadMask [_StencilReadMask]WriteMask [_StencilWriteMask]}Cull OffLighting OffZWrite OffZTest AlwaysOffset -1, -1Blend SrcAlpha OneMinusSrcAlphaColorMask [_ColorMask]Pass{CGPROGRAM#pragma vertex vert#pragma fragment frag#include "UnityCG.cginc"#include "UnityUI.cginc"struct appdata_t{float4 vertex : POSITION;float2 texcoord : TEXCOORD0;float4 color : COLOR;};struct v2f{float4 vertex : SV_POSITION;half2 texcoord : TEXCOORD0;fixed4 color : COLOR;};sampler2D _MainTex;float4 _MainTex_ST;fixed4 _Color;fixed4 _TextureSampleAdd;v2f vert (appdata_t v){v2f o;o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);o.color = v.color * _Color;#ifdef UNITY_HALF_TEXEL_OFFSETo.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);#endifreturn o;}fixed4 frag (v2f i) : SV_Target{fixed4 col = (tex2D(_MainTex, i.texcoord) + _TextureSampleAdd) * i.color; clip (col.a - 0.01);return col;}ENDCG}}}


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