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- Shader "Hidden/Shadow2DUnshadowSprite"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- [HideInInspector] _ShadowColorMask("__ShadowColorMask", Int) = 0
- }
- SubShader
- {
- Tags { "RenderType"="Transparent" }
- Cull Off
- BlendOp Add
- Blend OneMinusSrcColor SrcColor, OneMinusSrcAlpha SrcAlpha
- ZWrite Off
- ZTest Always
- Pass
- {
- //Bit 0: Composite Shadow Bit, Bit 1: Global Shadow Bit
- Stencil
- {
- Ref 1
- Comp Equal
- Pass Keep
- Fail Keep
- }
- ColorMask [_ShadowColorMask]
- HLSLPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- struct Attributes
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct Varyings
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- Varyings vert (Attributes v)
- {
- Varyings o;
- o.vertex = TransformObjectToHClip(v.vertex.xyz);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- return o;
- }
- half4 frag(Varyings i) : SV_Target
- {
- half4 main = tex2D(_MainTex, i.uv);
- half color = 1-main.a;
- return half4(color, color, color, color);
- }
- ENDHLSL
- }
- }
- }
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