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69 lines
1.6 KiB
69 lines
1.6 KiB
Shader "Hidden/Shadow2DShadowSprite" |
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{ |
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Properties |
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{ |
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_MainTex ("Texture", 2D) = "white" {} |
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[HideInInspector] _ShadowColorMask("__ShadowColorMask", Int) = 1 |
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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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Blend One One, One One |
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ZWrite Off |
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ZTest Always |
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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 0 |
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Comp Equal |
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Pass Keep |
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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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struct Attributes |
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{ |
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float4 vertex : POSITION; |
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float2 uv : TEXCOORD0; |
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}; |
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struct Varyings |
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{ |
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float2 uv : TEXCOORD0; |
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float4 vertex : SV_POSITION; |
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}; |
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sampler2D _MainTex; |
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float4 _MainTex_ST; |
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Varyings vert (Attributes v) |
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{ |
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Varyings o; |
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o.vertex = TransformObjectToHClip(v.vertex.xyz); |
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o.uv = TRANSFORM_TEX(v.uv, _MainTex); |
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return o; |
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} |
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half4 frag(Varyings i) : SV_Target |
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{ |
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half4 main = tex2D(_MainTex, i.uv); |
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half color = main.a; |
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return half4(color, color, color, color); |
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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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