Skip to content

Instantly share code, notes, and snippets.

@dpid
Created October 18, 2017 23:19
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save dpid/be0e808586945041ee1b7a7e02d06e60 to your computer and use it in GitHub Desktop.
Save dpid/be0e808586945041ee1b7a7e02d06e60 to your computer and use it in GitHub Desktop.
A depth mask with shadows shader
Shader "FX/Matte Shadow Mask" {
Properties{
_Color("Main Color", Color) = (1,1,1,1)
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader{
Tags{ "Queue" = "Geometry-10" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" }
LOD 200
Blend Zero SrcColor
Lighting Off
ZTest LEqual
ZWrite On
ColorMask 0
Pass{}
CGPROGRAM
#pragma surface surf ShadowOnly alphatest:_Cutoff
fixed4 _Color;
struct Input {
float2 uv_MainTex;
};
inline fixed4 LightingShadowOnly(SurfaceOutput s, fixed3 lightDir, fixed atten)
{
fixed4 c;
c.rgb = s.Albedo*atten;
c.a = s.Alpha;
return c;
}
void surf(Input IN, inout SurfaceOutput o) {
fixed4 c = _Color;
o.Albedo = c.rgb;
o.Alpha = 1;
}
ENDCG
}
Fallback "Transparent/Cutout/VertexLit"
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment