Created
April 13, 2020 15:57
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Angle Limited Projector Shader for Unity3D
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// Angle Limitation based off https://forum.unity.com/threads/projector-shader-with-angle-limitation.406876/ | |
Shader "Projector/Preview" { | |
Properties { | |
_Color ("Main Color", Color) = (1,1,1,1) | |
_ShadowTex ("Cookie", 2D) = "" {} | |
_FalloffTex ("FallOff", 2D) = "" {} | |
} | |
Subshader { | |
Tags {"Queue"="Transparent"} | |
Pass { | |
ZWrite Off | |
ColorMask RGB | |
Blend SrcColor One | |
Offset -1, -1 | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma multi_compile_fog | |
#include "UnityCG.cginc" | |
struct v2f { | |
float4 uvShadow : TEXCOORD0; | |
float4 uvFalloff : TEXCOORD1; | |
UNITY_FOG_COORDS(2) | |
float4 pos : SV_POSITION; | |
float3 normal : TEXCOORD3; | |
}; | |
float4x4 unity_Projector; | |
float4x4 unity_ProjectorClip; | |
v2f vert (float4 vertex : POSITION, float3 normal : NORMAL) | |
{ | |
v2f o; | |
o.pos = UnityObjectToClipPos(vertex); | |
o.uvShadow = mul (unity_Projector, vertex); | |
o.uvFalloff = mul (unity_ProjectorClip, vertex); | |
o.normal = normal; | |
UNITY_TRANSFER_FOG(o,o.pos); | |
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 * max(0, i.normal.y * i.normal.y); | |
UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(0,0,0,0)); | |
return res; | |
} | |
ENDCG | |
} | |
} | |
} |
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