UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Unshadow-Sprite.shader

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2024-10-27 10:53:47 +03:00
Shader "Hidden/Shadow2DUnshadowSprite"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
[HideInInspector] _ShadowColorMask("__ShadowColorMask", Int) = 0
}
SubShader
{
Tags { "RenderType" = "Transparent" }
Pass
{
Stencil
{
Ref 1
Comp Always
Pass Replace
}
Cull Off
Blend One One
BlendOp Add
ZWrite Off
ZTest Always
ColorMask GB // Clear the unshadow color (G), and set the sprite alpha (B)
Name "Sprite Unshadow (GB) - Stencil: Ref 1, Comp Always, Pass Replace"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct Varyings
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
float _ShadowAlphaCutoff;
Varyings vert(Attributes v)
{
Varyings o;
o.vertex = TransformObjectToHClip(v.vertex.xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = _Color.a * v.color;
return o;
}
half4 frag(Varyings i) : SV_Target
{
half4 main = i.color * tex2D(_MainTex, i.uv);
if (main.a <= _ShadowAlphaCutoff)
discard;
return half4(0, 0, 0, 0);
}
ENDHLSL
}
// Remove stencil from previous stencil pass
Pass
{
Stencil
{
Ref 0
Comp Always
Pass Replace
}
Blend One One
BlendOp Add
Cull Off
ZWrite Off
ZTest Always
ColorMask B
Name "Sprite Unshadow (B) - Stencil: Ref 0, Comp Always, Pass Replace"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct Varyings
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
float _ShadowAlphaCutoff;
Varyings vert(Attributes v)
{
Varyings o;
o.vertex = TransformObjectToHClip(v.vertex.xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = _Color.a * v.color;
return o;
}
half4 frag(Varyings i) : SV_Target
{
half4 main = i.color * tex2D(_MainTex, i.uv);
if (main.a <= _ShadowAlphaCutoff)
discard;
return half4(1,1,main.a,1);
}
ENDHLSL
}
}
}