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@Chaosed0
Last active August 18, 2020 08:22
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Shader "Projector/Solid Projector" {
Properties{
_Color("Tint Color", Color) = (1,1,1,1)
_ShadowTex("Cookie", 2D) = "gray" {}
}
Subshader
{
Tags {"Queue" = "Transparent" "RenderType" = "Transparent"}
Pass
{
ZWrite Off
// Premultiplied alpha
Blend One OneMinusSrcAlpha
Offset -1, -1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 uvShadow : TEXCOORD0;
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);
return o;
}
// This texture contains the decal camera's output
sampler2D _ShadowTex;
fixed4 _Color;
fixed4 frag(v2f i) : SV_Target
{
fixed4 texCookie = tex2Dproj(_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
fixed4 outColor = _Color * texCookie;
// This tweak is needed to get around gamma color space issues;
// if you're using linear you probably don't need it
outColor.a = sqrt(outColor.a);
return outColor * outColor.a;
}
ENDCG
}
}
}
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