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