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@TylerTemp
Last active April 20, 2021 04:13
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// from: https://gist.github.com/StigOlavsen/c75c78df4e704aeb5f904b6c851748ff
// modified: changed to URP (name & ref change), changed the shader namespace
// changed: using instead: https://forum.unity.com/threads/water-shader-graph-transparency-and-shadows-universal-render-pipeline-order.748142/#post-5518747
Shader "Custom/AR Proxy"
{
Properties
{
_ShadowColor ("Shadow Color", Color) = (0.35,0.4,0.45,1.0)
}
SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"RenderType"="Transparent"
"Queue"="Transparent-1"
}
Pass
{
Name "ForwardLit"
Tags { "LightMode" = "UniversalForward" }
Blend DstColor Zero, Zero One
Cull Back
ZTest LEqual
ZWrite Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile_fog
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _ShadowColor;
CBUFFER_END
struct Attributes
{
float4 positionOS : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS : TEXCOORD0;
float fogCoord : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings vert (Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = vertexInput.positionCS;
output.positionWS = vertexInput.positionWS;
output.fogCoord = ComputeFogFactor(vertexInput.positionCS.z);
return output;
}
half4 frag (Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
half4 color = half4(1,1,1,1);
#ifdef _MAIN_LIGHT_SHADOWS
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = input.positionWS;
float4 shadowCoord = GetShadowCoord(vertexInput);
half shadowAttenutation = MainLightRealtimeShadow(shadowCoord);
color = lerp(half4(1,1,1,1), _ShadowColor, (1.0 - shadowAttenutation) * _ShadowColor.a);
color.rgb = MixFogColor(color.rgb, half3(1,1,1), input.fogCoord);
#endif
return color;
}
ENDHLSL
}
}
}
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