A Unity 4.6 UI Shader to Ignore Depth Testing
I’ve started using Unity again for some 3D development with Google Cardboard and have been using the new Unity 4.6 UI (which I think is great by the way). Specifically, in order to get UIs rendered for the user in the 3D environment, I needed to place text on a canvas set to World Space
(parenting the canvas to the camera, so that it tracks with the user’s head motion). This places the UI in a physical space, which works well for the 3D view but doesn’t work well for a HUD where you need it to always be displayed over everything.
After some searching around and not finding a fix, I ended up modifying the default Unity UI shader to ignore z-testing; I’ve shared it here in case someone else runs into the same issue!
Here is the modified shader. Save it as a .shader
file in your Assets
folder, then create a material which uses this shader. Apply the material to any and all UI elements you have that you want to ignore the z-testing on.
Happy developing!
Shader "UI/Unlit/AlwaysOnTop"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Alpha (A)", 2D) = "white" {}
_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 200
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType"="Plane"
}
Cull Off
Lighting Off
ZWrite Off
ZTest Always
Offset -1, -1
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;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
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;
#ifdef UNITY_HALF_TEXEL_OFFSET
o.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
#endif
return o;
}
half4 frag (v2f i) : COLOR
{
half4 col = i.color;
col.a *= tex2D(_MainTex, i.texcoord).a;
col = col * _Color;
clip (col.a - 0.01);
return col;
}
ENDCG
}
}
}