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Question by
oliver-jones · Aug 19, 2015 at 05:02 PM ·
shadertexturematerial
Cheapest Way to Render Texture on Quad
Hello,
Just a quick question; Using materials and shaders, I would like to know the cheapest way to show a texture2D on a quad.
I'm currently using NGUI's 'Unlit/Texture', for textures without an alpha.
And a custom one I found on the internet for textures with alphas (allows me to fade too):
Shader "Unlit/UnlitAlphaWithFade"
{
Properties
{
//_Color ("Color Tint", Color) = (1,1,1,1)
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white"
}
Category
{
Lighting Off
ZWrite Off
//ZWrite On // uncomment if you have problems like the sprite disappear in some rotations.
Cull back
Blend SrcAlpha OneMinusSrcAlpha
//AlphaTest Greater 0.001 // uncomment if you have problems like the sprites or 3d text have white quads instead of alpha pixels.
Tags {Queue=Transparent}
SubShader
{
Pass
{
SetTexture [_MainTex]
{
constantColor [_Color]
Combine Texture * constant
}
}
}
}
}
Comment
Those are already pretty fast solutions. Not sure if you'll notice a difference, but you can try using cg ins$$anonymous$$d of fixed functions. For a good starting point look at: http://wiki.unity3d.com/index.php/Vertex/Fragment_Template