52 lines
1.1 KiB
Plaintext
52 lines
1.1 KiB
Plaintext
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Shader "Custom/Projector" {
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Properties {
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_Color ("Tint Color", Color) = (1,1,1,1)
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_Attenuation ("Falloff", Range(0.0, 1.0)) = 1.0
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_ShadowTex ("Cookie", 2D) = "gray" {}
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}
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Subshader {
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Tags {"Queue"="Transparent"}
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Pass {
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ZWrite Off
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ColorMask RGB
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Blend SrcAlpha One // Additive blending
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Offset -1, -1
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct v2f {
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float4 uvShadow : TEXCOORD0;
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float4 pos : SV_POSITION;
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};
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float4x4 unity_Projector;
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float4x4 unity_ProjectorClip;
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v2f vert (float4 vertex : POSITION)
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{
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v2f o;
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o.pos = UnityObjectToClipPos (vertex);
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o.uvShadow = mul (unity_Projector, vertex);
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return o;
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}
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sampler2D _ShadowTex;
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fixed4 _Color;
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float _Attenuation;
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fixed4 frag (v2f i) : SV_Target
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{
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// Apply alpha mask
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fixed4 texCookie = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
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fixed4 outColor = _Color * texCookie.a;
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// Attenuation
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float depth = i.uvShadow.z; // [-1 (near), 1 (far)]
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return outColor * clamp(1.0 - abs(depth) + _Attenuation, 0.0, 1.0);
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}
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ENDCG
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}
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}
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}
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