轉(zhuǎn)載:https://blog.csdn.net/Wenhao_China/article/details/122009744
1撕贞、創(chuàng)建一個Shader
Shader "Custom/3D Text Shader" {
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 ZWrite On Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
Pass {
Color[_Color]
SetTexture[_MainTex] {
combine primary, texture * primary
}
}
}
}
2、創(chuàng)建一個Material
然后Shader改為剛剛創(chuàng)建的這個Shader
3、給Material賦值字體
把你想要用的字體拖拽到Unity中來,然后字體下邊的Font Texture杀糯,賦值給當前的Material。
4距糖、給3DText屬性賦值
3DText 的字體設(shè)置為剛才的字體玄窝,material設(shè)置為剛才創(chuàng)建的