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stop ui from clipping wall

By 13371337 on Nov 25, 2019
//put this in a material and attach it to your UI 


Shader "UI/Default_OverlayNoZTest" {	
 	Properties
    {
    	[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
    	_Color ("Tint", Color) = (1,1,1,1)
    	_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
    {         
    	Tags         
    	{
        	"Queue"="Overlay"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
            }
            Stencil
            {
            	Ref [_Stencil]
                Comp [_StencilComp]
                Pass [_StencilOp]
                ReadMask [_StencilReadMask]
                WriteMask [_StencilWriteMask]
            }
            Cull Off
            Lighting Off
            ZWrite Off
            ZTest Off
            Blend SrcAlpha OneMinusSrcAlpha
            ColorMask [_ColorMask]
            Pass         
            {         
            	CGPROGRAM             
                #pragma vertex vert             
                #pragma fragment frag             
                #include "UnityCG.cginc"
                struct appdata_t
                {                 
                	float4 vertex   : POSITION;
                    float4 color    : COLOR;
                    float2 texcoord : TEXCOORD0;
                };
                struct v2f
                {
                	float4 vertex   : SV_POSITION;
                    fixed4 color    : COLOR;
                    half2 texcoord  : TEXCOORD0;
                };
                fixed4 _Color;
                v2f vert(appdata_t IN)
                {
                	v2f OUT;
                	OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                	OUT.texcoord = IN.texcoord; #ifdef UNITY_HALF_TEXEL_OFFSET
                	OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); #endif
                	OUT.color = IN.color * _Color;
                	return OUT;
                }              
                sampler2D _MainTex;
                fixed4 frag(v2f IN) : SV_Target
                {                 
                	half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
                    clip (color.a - 0.01);
                    return color;
                }
                ENDCG
                }
            }
        }

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