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 } } }