利用这个shade生成材质球,赋给UIimage的材质,拖进相应的贴图就能让UI在WorldCanvas模式下在与模型处在同一个相机渲染下,始终显示在其他模型的最前方,不受位置空间的遮挡影响。

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "GUI/Text Shader Custom" { Properties { _MainTex ("Font Texture", 2D) = "white" {} _Color ("Text Color", Color) = (1,1,1,1) } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float4 _Color; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } fixed4 frag (v2f i) : COLOR { fixed4 col = _Color; return 1.25f * tex2D(_MainTex, i.texcoord) * col; } ENDCG } } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } Blend SrcAlpha OneMinusSrcAlpha Pass { Color [_Color] SetTexture [_MainTex] { combine primary, texture * primary } } } }