Projector shaders without fixed function
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Shader "Projector/Light" { | |
Properties { | |
_Color ("Main Color", Color) = (1,1,1,1) | |
_ShadowTex ("Cookie", 2D) = "" {} | |
_FalloffTex ("FallOff", 2D) = "" {} | |
} | |
Subshader { | |
Pass { | |
ZWrite Off | |
Fog { Color (0, 0, 0) } | |
ColorMask RGB | |
Blend DstColor One | |
Offset -1, -1 | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct v2f { | |
float4 uvShadow : TEXCOORD0; | |
float4 uvFalloff : TEXCOORD1; | |
float4 pos : SV_POSITION; | |
}; | |
float4x4 _Projector; | |
float4x4 _ProjectorClip; | |
v2f vert (float4 vertex : POSITION) | |
{ | |
v2f o; | |
o.pos = mul (UNITY_MATRIX_MVP, vertex); | |
o.uvShadow = mul (_Projector, vertex); | |
o.uvFalloff = mul (_ProjectorClip, vertex); | |
return o; | |
} | |
fixed4 _Color; | |
sampler2D _ShadowTex; | |
sampler2D _FalloffTex; | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow)); | |
texS.rgb *= _Color.rgb; | |
texS.a = 1.0-texS.a; | |
fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff)); | |
fixed4 res = texS * texF.a; | |
return res; | |
} | |
ENDCG | |
} | |
} | |
} |
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Shader "Projector/Multiply" { | |
Properties { | |
_ShadowTex ("Cookie", 2D) = "gray" {} | |
_FalloffTex ("FallOff", 2D) = "white" {} | |
} | |
Subshader { | |
Tags {"Queue"="Transparent"} | |
Pass { | |
ZWrite Off | |
Fog { Color (1, 1, 1) } | |
AlphaTest Greater 0 | |
ColorMask RGB | |
Blend DstColor Zero | |
Offset -1, -1 | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct v2f { | |
float4 uvShadow : TEXCOORD0; | |
float4 uvFalloff : TEXCOORD1; | |
float4 pos : SV_POSITION; | |
}; | |
float4x4 _Projector; | |
float4x4 _ProjectorClip; | |
v2f vert (float4 vertex : POSITION) | |
{ | |
v2f o; | |
o.pos = mul (UNITY_MATRIX_MVP, vertex); | |
o.uvShadow = mul (_Projector, vertex); | |
o.uvFalloff = mul (_ProjectorClip, vertex); | |
return o; | |
} | |
sampler2D _ShadowTex; | |
sampler2D _FalloffTex; | |
fixed4 frag (v2f 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); | |
return res; | |
} | |
ENDCG | |
} | |
} | |
} |
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Thanks for sharing these! For some reason it doesn't work with Tiling of the Texture ... is simply ignored.