Bulk modifications across the Game Kit Controller package: updated materials and shader, adjusted particle prefabs, and numerous prefab updates for Character Customization, Inventory, Map System, Locked Camera System, Probuilder export objects, Gravity, Health, Mission System and other scene elements. These changes appear to be a large asset rework/reimport or parameter/reference updates to keep prefabs and materials in sync.
52 lines
1.1 KiB
Plaintext
52 lines
1.1 KiB
Plaintext
Shader "Custom/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
|
|
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#include "UnityCG.cginc"
|
|
|
|
struct v2f {
|
|
float4 uvShadow : TEXCOORD0;
|
|
float4 pos : SV_POSITION;
|
|
};
|
|
|
|
float4x4 unity_Projector;
|
|
float4x4 unity_ProjectorClip;
|
|
|
|
v2f vert (float4 vertex : POSITION)
|
|
{
|
|
v2f o;
|
|
o.pos = UnityObjectToClipPos (vertex);
|
|
o.uvShadow = mul (unity_Projector, vertex);
|
|
return o;
|
|
}
|
|
|
|
sampler2D _ShadowTex;
|
|
fixed4 _Color;
|
|
float _Attenuation;
|
|
|
|
fixed4 frag (v2f i) : SV_Target
|
|
{
|
|
// Apply alpha mask
|
|
fixed4 texCookie = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
|
|
fixed4 outColor = _Color * texCookie.a;
|
|
// Attenuation
|
|
float depth = i.uvShadow.z; // [-1 (near), 1 (far)]
|
|
return outColor * clamp(1.0 - abs(depth) + _Attenuation, 0.0, 1.0);
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
} |