Seven is the number.
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1.7 KiB

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
}
}
}