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@Fscibe
Created January 15, 2017 11:48
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[Unity Shader] Projector Blob Shadow
//
// Based on Unity's "ProjectorMultiply" shader:
// Slightly modified to apply effect only when the surface is pointing up.
//
// Upgrade NOTE: replaced '_Projector' with 'unity_Projector'
// Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip'
Shader "Projector/BlobShadow" {
Properties {
_ShadowTex ("Cookie", 2D) = "gray" {}
_FalloffTex ("FallOff", 2D) = "white" {}
}
Subshader {
Tags {"Queue"="Transparent"}
Pass {
ZWrite Off
ColorMask RGB
Blend DstColor Zero
Offset -1, -1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct vertex_out {
float4 uvShadow : TEXCOORD0;
float4 uvFalloff : TEXCOORD1;
UNITY_FOG_COORDS(2) // TEXCOORD2
float4 pos : SV_POSITION;
float intensity : TEXCOORD3; // additional intensity, based on normal orientation
};
float4x4 unity_Projector;
float4x4 unity_ProjectorClip;
vertex_out vert (float4 vertex : POSITION, float3 normal : NORMAL)
{
vertex_out o;
o.intensity = sign(dot(float3(0.0, 1.0, 0.0), UnityObjectToWorldNormal(normal))); // 1.0 if pointing UP
o.pos = mul (UNITY_MATRIX_MVP, vertex);
o.uvShadow = mul (unity_Projector, vertex);
o.uvFalloff = mul (unity_ProjectorClip, vertex);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
sampler2D _ShadowTex;
sampler2D _FalloffTex;
fixed4 frag (vertex_out i) : SV_Target
{
fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
texS.a = 1.0-texS.a;
fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff));
fixed4 res = lerp(fixed4(1,1,1,0), texS, texF.a * i.intensity);
UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(1,1,1,1));
return res;
}
ENDCG
}
}
}
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