final text background fix

This commit is contained in:
DCFApixels 2025-02-28 12:38:59 +08:00
parent 63f94fd7a8
commit 435c522b0c
2 changed files with 3 additions and 16 deletions

View File

@ -80,11 +80,8 @@ namespace DCFApixels
if (!(WorldToGUIPointWithDepth(camera, item.Value.Position).z < 0f)) if (!(WorldToGUIPointWithDepth(camera, item.Value.Position).z < 0f))
{ {
Rect rect = WorldPointToSizedRect(camera, item.Value.Position, _labelDummy, _labelStyle); Rect rect = WorldPointToSizedRect(camera, item.Value.Position, _labelDummy, _labelStyle);
Color backgroundColor = item.Value.Settings.BackgroundColor * GlobalColor; Color backgroundColor = item.Value.Settings.BackgroundColor * GlobalColor;
backgroundMaterial.SetColor(ColorPropertyID, backgroundColor); Graphics.DrawTexture(rect, _whiteTexture, new Rect(0, 0, 1, 1), 0, 0, 0, 0, backgroundColor, backgroundMaterial, -1);
Graphics.DrawTexture(rect, _whiteTexture, backgroundMaterial);
GUI.color = item.Color * GlobalColor; GUI.color = item.Color * GlobalColor;
style.Draw(rect, _labelDummy, false, false, false, false); style.Draw(rect, _labelDummy, false, false, false, false);
} }

View File

@ -1,9 +1,5 @@
Shader "DCFApixels/DebugX/TextBackground" Shader "DCFApixels/DebugX/TextBackground"
{ {
Properties
{
_Color ("Color", Color) = (1,1,1,1)
}
SubShader SubShader
{ {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
@ -25,7 +21,6 @@ Shader "DCFApixels/DebugX/TextBackground"
{ {
float4 vertex : POSITION; float4 vertex : POSITION;
float4 color : COLOR; float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
}; };
struct v2f struct v2f
@ -34,24 +29,19 @@ Shader "DCFApixels/DebugX/TextBackground"
float4 color : COLOR; float4 color : COLOR;
}; };
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(float4, _Color)
UNITY_INSTANCING_BUFFER_END(Props)
float4 _DebugX_GlobalColor; float4 _DebugX_GlobalColor;
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
v2f o; v2f o;
UNITY_SETUP_INSTANCE_ID(v);
o.vertex = UnityObjectToClipPos(v.vertex); o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color * UNITY_ACCESS_INSTANCED_PROP(Props, _Color) * _DebugX_GlobalColor; o.color = v.color * _DebugX_GlobalColor;
return o; return o;
} }
float4 frag (v2f i) : SV_Target float4 frag (v2f i) : SV_Target
{ {
return i.color * float4(1, 1, 1, 2); return i.color;
} }
ENDCG ENDCG
} }