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