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FueraDeEscala/Assets/Game Kit Controller/Shaders/Projector.shader

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Shader "Custom/URP_Projector"
{
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
_Attenuation ("Falloff", Range(0.0, 1.0)) = 1.0
_ShadowTex ("Cookie", 2D) = "gray" {}
}
SubShader {
Tags {"Queue"="Transparent"}
Pass {
ZWrite Off
ColorMask RGB
Blend SrcAlpha One // Additive blending
Offset -1, -1
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes {
float4 positionOS : POSITION;
};
struct Varyings {
float4 positionHCS : SV_POSITION;
float4 uvShadow : TEXCOORD0;
float fogFactor : TEXCOORD1;
};
CBUFFER_START(UnityPerMaterial)
float4 _Color;
float _Attenuation;
CBUFFER_END
TEXTURE2D(_ShadowTex); SAMPLER(sampler_ShadowTex);
float4x4 unity_Projector;
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uvShadow = mul(unity_Projector, IN.positionOS);
OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w);
return OUT;
}
float4 frag(Varyings IN) : SV_Target
{
float2 projUV = IN.uvShadow.xy / IN.uvShadow.w;
float4 texCookie = SAMPLE_TEXTURE2D(_ShadowTex, sampler_ShadowTex, projUV);
float4 outColor = _Color * texCookie.a;
float depth = IN.uvShadow.z;
float atten = clamp(1.0 - abs(depth) + _Attenuation, 0.0, 1.0);
float3 color = outColor.rgb * atten;
color = MixFog(color, IN.fogFactor);
return float4(color, outColor.a);
}
ENDHLSL
}
}
}