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87 lines
2.3 KiB
87 lines
2.3 KiB
Shader "Hidden/ShadowProjected2D" |
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{ |
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Properties |
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{ |
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[HideInInspector] _ShadowColorMask("__ShadowColorMask", Float) = 0 |
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} |
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SubShader |
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{ |
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Tags { "RenderType"="Transparent" } |
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Cull Off |
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BlendOp Add |
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ZWrite Off |
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ZTest Always |
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// This pass draws the projected shadow and sets the composite shadow bit. |
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Pass |
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{ |
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// Bit 0: Composite Shadow Bit, Bit 1: Global Shadow Bit |
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Stencil |
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{ |
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Ref 5 |
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ReadMask 4 |
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WriteMask 1 |
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Comp NotEqual |
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Pass Replace |
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Fail Keep |
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} |
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ColorMask [_ShadowColorMask] |
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HLSLPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" |
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl" |
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Varyings vert (Attributes v) |
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{ |
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return ProjectShadow(v); |
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} |
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half4 frag (Varyings i) : SV_Target |
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{ |
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return half4(1,1,1,1); |
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} |
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ENDHLSL |
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} |
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// Sets the global shadow bit, and clears the composite shadow bit |
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Pass |
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{ |
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// Bit 0: Composite Shadow Bit, Bit 1: Global Shadow Bit |
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Stencil |
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{ |
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Ref 3 |
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WriteMask 2 |
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ReadMask 1 |
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Comp Equal |
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Pass Replace |
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Fail Keep |
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} |
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// We only want to change the stencil value in this pass |
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ColorMask 0 |
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HLSLPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" |
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl" |
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Varyings vert (Attributes v) |
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{ |
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return ProjectShadow(v); |
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} |
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half4 frag (Varyings i) : SV_Target |
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{ |
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return half4(1,1,1,1); |
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} |
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ENDHLSL |
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} |
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} |
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}
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