Shader "Custom/UIShader" { Properties { _Color("Tint", Color) = (1,1,1,1) _MainTex("AlphaTex", 2D) = "white" {} } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Blend SrcAlpha OneMinusSrcAlpha Cull Off ZWrite Off Lighting Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _Color; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag(v2f i) : SV_Target { fixed4 tex = tex2D(_MainTex, i.uv); return fixed4(_Color.rgb, tex.a * _Color.a); // 只用透明度 } ENDCG } } }