48 lines
1.3 KiB
Plaintext
48 lines
1.3 KiB
Plaintext
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Custom/TransparentShadowCollector"
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{
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Properties
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{
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_Color("Main Color", Color) = (1,1,1,.5)
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_ShadowIntensity("Shadow Intensity", Range(0, 1)) = 0.6
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}
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SubShader
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{
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Tags {"Queue" = "AlphaTest" }
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Pass
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{
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Tags {"LightMode" = "ForwardBase" }
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Cull Back
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fwdbase
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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uniform fixed4 _Color;
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uniform float _ShadowIntensity;
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struct v2f
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{
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float4 pos : SV_POSITION;
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LIGHTING_COORDS(0,1)
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};
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v2f vert(appdata_base v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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TRANSFER_VERTEX_TO_FRAGMENT(o);
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return o;
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}
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fixed4 frag(v2f i) : COLOR
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{
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float attenuation = LIGHT_ATTENUATION(i);
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return fixed4(0,0,0,(1 - attenuation) * _ShadowIntensity) * _Color;
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}
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ENDCG
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}
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}
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Fallback "VertexLit"
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}
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