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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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