Created
May 28, 2018 17:59
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Unity Projector/Light shader with intensity control
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// Upgrade NOTE: replaced '_Projector' with 'unity_Projector' | |
// Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip' | |
Shader "Projector/LightAdvanced" { | |
Properties { | |
_Color ("Main Color", Color) = (1,1,1,1) | |
_ShadowTex ("Cookie", 2D) = "" {} | |
_FalloffTex ("FallOff", 2D) = "" {} | |
_IntenceVal("Intensity", Range(1, 100)) = 1 | |
} | |
Subshader { | |
Tags {"Queue"="Transparent"} | |
Pass { | |
ZWrite Off | |
ColorMask RGB | |
Blend DstColor One | |
Offset -1, -1 | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma multi_compile_fog | |
#include "UnityCG.cginc" | |
struct v2f { | |
float4 uvShadow : TEXCOORD0; | |
float4 uvFalloff : TEXCOORD1; | |
UNITY_FOG_COORDS(2) | |
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); | |
o.uvFalloff = mul (unity_ProjectorClip, vertex); | |
UNITY_TRANSFER_FOG(o,o.pos); | |
return o; | |
} | |
fixed4 _Color; | |
fixed _IntenceVal; | |
sampler2D _ShadowTex; | |
sampler2D _FalloffTex; | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow)); | |
texS.rgb *= _Color.rgb * _IntenceVal; | |
texS.a = 1.0-texS.a; | |
fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff)); | |
fixed4 res = texS * texF.a; | |
UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(0,0,0,0)); | |
return res; | |
} | |
ENDCG | |
} | |
} | |
} |
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