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unity-game-enginegoogle-cardboardvirtual-reality

How to make World Space UI always visible in Unity?


I'm creating simple VR game for google cardboard in Unity and I created UI Text which displays score and is child of the camera. My problem is that I can't make it always visible. I know that it works with Screen Space - Overlay but how to do it with World Space Canvas?


Solution

  • Here is a shader I'm using to do it :

    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;
        fixed4 _TextureSampleAdd; //Added for font color support
    
        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) + _TextureSampleAdd) * IN.color;  //Added for font color support
            clip(color.a - 0.01);
            return color;
        }
            ENDCG
        }
        }
    }
    
    1. Create this shader in your project
    2. Create a material with this shader
    3. Apply the material to all your elements you want to appear in front of everything

    Source http://answers.unity3d.com/questions/878667/world-space-canvas-on-top-of-everything.html