Shader "Custom/Sprites/DefaultShadow"
{
Properties
{
[HideInInspector]_MainTex("Main Tex", 2D) = "white" {}
_Alpha("_Alpha", Range(0, 1)) = 0.8
_Offset("Offset", vector) = (0, 0, 0, 0)
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
float _Alpha;
float4 _Offset;
float4 _MainTex_ST;
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
float3 worldPos : TEXCOORD1;
};
v2f vert_normal(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
v2f vert_offset(appdata_base v)
{
v2f o;
float4 pos = mul(unity_ObjectToWorld, v.vertex);
o.pos = mul(UNITY_MATRIX_VP, pos + _Offset);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
float4 frag_normal(v2f i) : COLOR
{
float4 texcol = tex2D(_MainTex, i.uv);
return texcol;
}
float4 frag_color(v2f i) : COLOR
{
float4 c = tex2D(_MainTex, i.uv);
c *= float4(0, 0, 0, _Alpha);
return c;
}
ENDCG
SubShader
{
Tags{ "Queue" = "Transparent" }
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_offset
#pragma fragment frag_color
ENDCG
}
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_normal
#pragma fragment frag_normal
ENDCG
}
}
FallBack "Diffuse"
}
贴图阴影shader
最新推荐文章于 2024-03-01 19:00:00 发布