贴图阴影shader

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"
}
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