Shader "Ares/Scene/ShadowObj" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType" = "ShadowMesh"} Pass { Blend SrcAlpha OneMinusSrcAlpha,Zero OneMinusSrcAlpha ZTest LEqual ZWrite Off Cull Back Lighting Off Fog {Mode Off} CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform half4 _MainTex_ST; struct vertexdata { float4 vertex : POSITION; half4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; half2 uv: TEXCOORD0; }; v2f vert( vertexdata v ) { v2f o = (v2f)0; o.pos = UnityObjectToClipPos( v.vertex ); o.uv = TRANSFORM_TEX( v.texcoord, _MainTex ); return o; } fixed4 frag(v2f i) : COLOR { fixed4 c = tex2D(_MainTex,i.uv); return fixed4(0,0,0, c.r); } ENDCG } } }