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Copy path104-Shader__Point Shadow-NewUnlitShader.shader.txt
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104-Shader__Point Shadow-NewUnlitShader.shader.txt
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Shader "Unlit/#NAME#"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Color("Color", Color) = (0,0,0,0)
}
SubShader
{
Blend DstColor Zero
ZWrite Off
ZTest Always
Cull Back
Tags
{
"RenderType" = "Transparent"
"Queue" = "Transparent"
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 projPos : TEXCOORD1; //Screen position of vertex
float4 vertex : SV_POSITION;
float depth : DEPTH;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.projPos = ComputeScreenPos(o.vertex);
o.depth = -mul(UNITY_MATRIX_MV, v.vertex).z *_ProjectionParams.w;
return o;
}
sampler2D _CameraDepthNormalsTexture;
fixed4 _Color;
fixed4 frag(v2f i) : SV_Target
{
float screenDepth = DecodeFloatRG(tex2D(_CameraDepthNormalsTexture, i.projPos.xy / i.projPos.w).zw);
float diff = (screenDepth - i.depth);
fixed4 mainCol = tex2D(_MainTex, i.uv);
float intersect = max(0, 1 - smoothstep(0, _ProjectionParams.w * 0.5, diff));
return 1-(intersect * _Color * mainCol);
}
ENDCG
}
}
}