Shader "Unlit/ProfileAnalyzerShader" { Properties { _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 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } //Tags { "RenderType"="Transparent" } LOD 100 //ZWrite Off //Blend SrcAlpha OneMinusSrcAlpha Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile _ UNITY_UI_ALPHACLIP struct appdata { float4 vertex : POSITION; fixed4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float4 worldPosition : TEXCOORD1; }; bool _UseClipRect; float4 _ClipRect; v2f vert (appdata v) { v2f o; o.worldPosition = v.vertex; o.vertex = UnityObjectToClipPos(v.vertex); o.color.rgba = v.color; return o; } //fixed4 frag (v2f i) : SV_Target { return i.color; } fixed4 frag (v2f i) : SV_Target { half4 color = i.color; if (_UseClipRect) color.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect); #ifdef UNITY_UI_ALPHACLIP clip (color.a - 0.001); #endif return color; } ENDCG } } }