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Shader "Custom/CastShadow"
{
Properties
{
_MainTex ("MainTexture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_Alpha ("Alpha", Range(0,1)) = 0.5
}
SubShader
{
Tags { "RenderType"="Opaque"}
ZWrite Off
Cull Off
Pass {
Blend SrcAlpha OneMinusSrcAlpha
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;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
float _Alpha;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 basic = tex2D(_MainTex, i.uv);
if(basic.a==0){
discard;
}
fixed3 rgb = (_Color.rgb*(_Alpha*2));
fixed4 col = float4(rgb,_Alpha);
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}