Singularity/Library/PackageCache/com.unity.render-pipelines..../Shaders/2D/Shadow2D-Projected.shader

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2024-05-06 14:45:45 -04:00
Shader "Hidden/ShadowProjected2D"
{
Properties
{
[HideInInspector] _ShadowColorMask("__ShadowColorMask", Float) = 0
}
SubShader
{
Tags { "RenderType"="Transparent" }
Cull Off
BlendOp Add
ZWrite Off
ZTest Always
// This pass draws the projected shadow and sets the composite shadow bit.
Pass
{
// Bit 0: Composite Shadow Bit, Bit 1: Global Shadow Bit
Stencil
{
Ref 5
ReadMask 4
WriteMask 1
Comp NotEqual
Pass Replace
Fail Keep
}
ColorMask [_ShadowColorMask]
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl"
Varyings vert (Attributes v)
{
return ProjectShadow(v);
}
half4 frag (Varyings i) : SV_Target
{
return half4(1,1,1,1);
}
ENDHLSL
}
// Sets the global shadow bit, and clears the composite shadow bit
Pass
{
// Bit 0: Composite Shadow Bit, Bit 1: Global Shadow Bit
Stencil
{
Ref 3
WriteMask 2
ReadMask 1
Comp Equal
Pass Replace
Fail Keep
}
// We only want to change the stencil value in this pass
ColorMask 0
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl"
Varyings vert (Attributes v)
{
return ProjectShadow(v);
}
half4 frag (Varyings i) : SV_Target
{
return half4(1,1,1,1);
}
ENDHLSL
}
}
}