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- Shader "Hidden/TrueShadow/PostProcess"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _Offset ("Offset", Vector) = (0,0,0,0)
- }
- SubShader
- {
- Cull Off ZWrite Off ZTest Always
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
- 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 = v.uv;
- return o;
- }
-
- uniform sampler2D _ShadowTex;
- uniform sampler2D _MainTex;
- uniform float2 _Offset;
- uniform float _OverflowAlpha;
- uniform float _AlphaMultiplier;
-
- fixed4 frag(v2f i) : SV_Target
- {
- half4 shadow = tex2D(_ShadowTex, i.uv);
-
- half alpha = shadow.a;
- half alphaBoosted = saturate(alpha * _AlphaMultiplier);
- shadow.a = alphaBoosted;
- shadow.rgb = shadow.rgb / alpha * alphaBoosted;
-
- float cutOut;
- float2 cutoutUv = i.uv + _Offset;
- if (any(cutoutUv > 1) || any(cutoutUv < 0))
- cutOut = _OverflowAlpha;
- else
- cutOut = tex2D(_MainTex, cutoutUv).a;
-
- shadow *= 1 - cutOut;
-
- return shadow;
- }
- ENDCG
- }
- }
- }
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