Created
July 9, 2019 11:02
-
-
Save kunofellasleep/6f0ae47e6b22b7ca1513c4d0f1a71f91 to your computer and use it in GitHub Desktop.
CastShadowTexture
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "Unlit/CastShadowTexture" | |
{ | |
Properties | |
{ | |
[HDR]_Color("Albedo", Color) = (1,1,1,1) | |
_MainTex ("Texture", 2D) = "white" {} | |
[Header(Stencil)] | |
_Stencil ("Stencil ID [0;255]", Float) = 0 | |
_ReadMask ("ReadMask [0;255]", Int) = 255 | |
_WriteMask ("WriteMask [0;255]", Int) = 255 | |
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Int) = 0 | |
[Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Int) = 0 | |
[Enum(UnityEngine.Rendering.StencilOp)] _StencilFail ("Stencil Fail", Int) = 0 | |
[Enum(UnityEngine.Rendering.StencilOp)] _StencilZFail ("Stencil ZFail", Int) = 0 | |
[Header(Rendering)] | |
_Offset("Offset", float) = 0 | |
[Enum(UnityEngine.Rendering.CullMode)] _Culling ("Cull Mode", Int) = 2 | |
[Enum(Off,0,On,1)] _ZWrite("ZWrite", Int) = 1 | |
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Int) = 4 | |
[Enum(None,0,Alpha,1,Red,8,Green,4,Blue,2,RGB,14,RGBA,15)] _ColorMask("Color Mask", Int) = 15 | |
} | |
CGINCLUDE | |
#include "UnityCG.cginc" | |
half4 _Color; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
}; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
return o; | |
} | |
half4 frag (v2f i) : SV_Target | |
{ | |
return tex2D(_MainTex, i.uv) * _Color; | |
} | |
struct v2fShadow { | |
V2F_SHADOW_CASTER; | |
UNITY_VERTEX_OUTPUT_STEREO | |
}; | |
v2fShadow vertShadow( appdata_base v ) | |
{ | |
v2fShadow o; | |
UNITY_SETUP_INSTANCE_ID(v); | |
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); | |
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) | |
return o; | |
} | |
float4 fragShadow( v2fShadow i ) : SV_Target | |
{ | |
SHADOW_CASTER_FRAGMENT(i) | |
} | |
ENDCG | |
SubShader | |
{ | |
Stencil | |
{ | |
Ref [_Stencil] | |
ReadMask [_ReadMask] | |
WriteMask [_WriteMask] | |
Comp [_StencilComp] | |
Pass [_StencilOp] | |
Fail [_StencilFail] | |
ZFail [_StencilZFail] | |
} | |
Pass | |
{ | |
Tags { "RenderType"="Opaque" "Queue" = "Geometry" } | |
LOD 100 | |
Cull [_Culling] | |
Offset [_Offset], [_Offset] | |
ZWrite [_ZWrite] | |
ZTest [_ZTest] | |
ColorMask [_ColorMask] | |
CGPROGRAM | |
#pragma target 3.0 | |
#pragma vertex vert | |
#pragma fragment frag | |
ENDCG | |
} | |
// Pass to render object as a shadow caster | |
Pass | |
{ | |
Name "ShadowCaster" | |
Tags { "LightMode" = "ShadowCaster" } | |
LOD 80 | |
Cull [_Culling] | |
Offset [_Offset], [_Offset] | |
ZWrite [_ZWrite] | |
ZTest [_ZTest] | |
CGPROGRAM | |
#pragma vertex vertShadow | |
#pragma fragment fragShadow | |
#pragma target 2.0 | |
#pragma multi_compile_shadowcaster | |
ENDCG | |
} | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment