Singularity/Library/PackageCache/com.unity.render-pipelines..../Shaders/2D/Shadow2D-Unshadow-Sprite.sh...

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2024-05-06 14:45:45 -04:00
Shader "Hidden/Shadow2DUnshadowSprite"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
[HideInInspector] _ShadowColorMask("__ShadowColorMask", Int) = 0
}
SubShader
{
Tags { "RenderType"="Transparent" }
Cull Off
BlendOp Add
Blend OneMinusSrcColor SrcColor, OneMinusSrcAlpha SrcAlpha
ZWrite Off
ZTest Always
Pass
{
//Bit 0: Composite Shadow Bit, Bit 1: Global Shadow Bit
Stencil
{
Ref 1
Comp Equal
Pass Keep
Fail Keep
}
ColorMask [_ShadowColorMask]
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
Varyings vert (Attributes v)
{
Varyings o;
o.vertex = TransformObjectToHClip(v.vertex.xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
half4 frag(Varyings i) : SV_Target
{
half4 main = tex2D(_MainTex, i.uv);
half color = 1-main.a;
return half4(color, color, color, color);
}
ENDHLSL
}
}
}