贴图阴影shader(扁平)

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Custom/Sprites/DefaultShadowFlatten"
{ 
	Properties
	{
		  [HideInInspector]_MainTex("Main Tex", 2D) = "white" {}
		  _RadiusX("_RadiusX", Range(0, 2)) = 1
		  _RadiusY("_RadiusY", Range(0, 2)) = 1

		  _AlphaX("_AlphaX", Range(0, 1)) = 0.5
		  _AlphaY("_AlphaY", Range(0, 1)) = 0.5

		  _ScaleY("_ScaleY", Range(0, 1)) = 0.5

		  _Offset("Offset", vector) = (0, 0, 0, 0)

	}

	CGINCLUDE
	#include "UnityCG.cginc"
	sampler2D _MainTex;

	float _AlphaX;
	float _AlphaY;

	float _RadiusX;
	float _RadiusY;

	float _ScaleY;

	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;

		float4x4 _RotMatrix = unity_ObjectToWorld;
		_RotMatrix[0][3] = 0;
		_RotMatrix[1][3] = 0;
		_RotMatrix[2][3] = 0;

		float4 vertexPos = mul(_RotMatrix, v.vertex);
		vertexPos.x += _Offset.x * vertexPos.y + _Offset.x;
		vertexPos.y += _Offset.y * vertexPos.y + _Offset.y;
		vertexPos.z += _Offset.z * vertexPos.z + _Offset.z;

		float3 tempPos = float3(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3]);
		vertexPos.xyz += tempPos;

		o.pos = mul(UNITY_MATRIX_VP, vertexPos);
		o.uv = v.texcoord;
		return o;
	}

	float4 frag_normal(v2f i) : COLOR 
	{
		float4 texcol = tex2D(_MainTex, i.uv);
		return texcol;
	}

	float4 frag_color(v2f i) : COLOR
	{
		float4 color = tex2D(_MainTex, i.uv);

		float x2 = (i.uv.x - 0.5) * (i.uv.x - 0.5) * _RadiusX * _AlphaX;
		float y2 = (i.uv.y - 0.5) * (i.uv.y - 0.5) * _RadiusY * _AlphaY;
		float alpha = (1 - (x2 + y2));

		color *= float4(0, 0, 0, alpha);

		return color;
	}
	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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