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Question by CiberX15 · Jul 07, 2018 at 02:54 PM · shadertextshadersunlit transparentzdepth

How to make an unlit transparent shader that supports text but does not depth check but does support tint?

Ok I have a shader that does almost exactly what I want. It is Unlit, and transparent, supports tint color, and doesn't check z depth so it always appears on top of everything. I use it for UI.


However, What it does not appear to support is colored text. If I use the shader on the Unity UI text it correctly appears unlit and doesn't depth test but it also completely ignores the text color. It always just appears black.


The shader as it appears now is below. Many thanks to anyone who can explain how to make this shader support colored text:

 Shader "Unlit/Transparent HUD" {
 
     Properties
     {
         _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
         _Color ("Main Color", Color) = (0.5,0.5,0.5,0.5)
     }
     
     SubShader
     {
         LOD 100
 
         Tags
         {
             "Queue" = "Transparent+99"
             "IgnoreProjector" = "True"
             "RenderType" = "Transparent"
         }
         
         Cull Off
         Lighting Off
         ZTest Always
         ZWrite Off
         Fog { Mode Off }
         Offset -1, -1
         Blend SrcAlpha OneMinusSrcAlpha
 
 
         Pass
         {
             CGPROGRAM
                 #pragma vertex vert
                 #pragma fragment frag
                 
                 #include "UnityCG.cginc"
     
                 struct appdata_t
                 {
                     float4 vertex : POSITION;
                     float2 texcoord : TEXCOORD0;
                     fixed4 color : COLOR;
                 };
     
                 struct v2f
                 {
                     float4 vertex : SV_POSITION;
                     half2 texcoord : TEXCOORD0;
                     fixed4 color : COLOR;
                 };
     
                 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);
                     o.color = v.color;
                     return o;
                 }
                 
                 fixed4 frag (v2f i) : COLOR
                 {
                     fixed4 col = tex2D(_MainTex, i.texcoord) * i.color * _Color;
                     return col;
                 }
             ENDCG
         }
     }
     
     
 }
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