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