// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' Shader "Unlit/shadow2" { Properties { _MainTex("Base (RGB)", 2D) = "white" {} _ShadowCol("Color", color) = (0,0,0,1) _ShadowAlpha("ShadowAlpha", Float) = 0.5 _StencilID("StencilID", Int) = 0 _Plane("Plane", vector) = (0,1,-0.6,0) _LightDir("LightDir", vector) = (1,-1,-0.1,0) } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" } Pass { Name "Shadowpass" Stencil{ Ref [_StencilID] Comp NotEqual Pass replace } zwrite off blend srcalpha oneminussrcalpha offset -1,-1 CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { // UNITY_FOG_COORDS(0) float4 vertex : SV_POSITION; fixed4 col : COLOR; //float2 uv : TEXCOORD0; }; sampler2D _MainTex; fixed4 _ShadowCol; fixed _ShadowAlpha; float4 _Plane; float4 _LightDir; v2f vert (appdata v) { v2f o; float4 worldPos = mul(unity_ObjectToWorld, v.vertex); half t = (_Plane.w - dot(worldPos.xyz, _Plane.xyz)) / dot(_LightDir.xyz, _Plane.xyz); worldPos.xyz = worldPos.xyz + t*_LightDir.xyz; o.vertex = mul(unity_MatrixVP, worldPos); _ShadowCol.a = _ShadowAlpha; o.col = _ShadowCol *step(0, t); //UNITY_TRANSFER_FOG(o,o.vertex); // o.uv = v.texcoord; return o; } fixed4 frag (v2f i) : SV_Target { //fixed4 col = tex2D(_MainTex, i.uv); //fixed4 col2 = i.col; //col2.a = col2.a*col.a; // UNITY_APPLY_FOG(i.fogCoord, col2); return i.col; //return col2; } ENDCG } } }