106 lines
1.8 KiB
Plaintext
106 lines
1.8 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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/*
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Author:gzg
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Date:2019-08-20
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Desc:这个Shader使用来为自定义的阴影系统,来生成ShadowMap用的,这里用于保存深度到一个Shadowmap中.
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*/
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Shader "Ares/SpecialEffect/MakeShadow_Depth"
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{
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Properties
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{
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_MainTex("Base (RGB)", 2D) = "white" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "../../Gonbest/Include/Shadow/ShadowFunctionCG.cginc"
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uniform sampler2D _MainTex;
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uniform half4 _MainTex_ST;
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struct vertexdata
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{
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float4 vertex : POSITION;
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half4 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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half2 uv: TEXCOORD0;
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};
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v2f vert(vertexdata v)
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{
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v2f o = (v2f)0;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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float4 frag(v2f i) : COLOR
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{
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fixed4 c = tex2D(_MainTex,i.uv);
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clip(c.a - 0.3);
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float d = CalcDepth(i.pos);
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return float4(d,0,0,1);
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}
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ENDCG
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SubShader
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{
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Tags { "RenderType" = "Opaque" }
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Pass
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{
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Blend One Zero,Zero OneMinusSrcAlpha
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ZTest LEqual
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ZWrite On
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Lighting Off
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Fog {Mode Off}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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ENDCG
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}
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}
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SubShader
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{
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Tags { "GonbestBloomType"="BloomMask"}
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Pass
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{
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Blend One Zero,Zero OneMinusSrcAlpha
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ZTest LEqual
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ZWrite On
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Lighting Off
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Fog {Mode Off}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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ENDCG
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}
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}
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SubShader
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{
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Tags{ "RenderType" = "ShadowMesh" }
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Pass
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{
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Blend One Zero,Zero OneMinusSrcAlpha
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ZTest LEqual
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ZWrite On
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Cull Off
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Lighting Off
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Fog{ Mode Off }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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ENDCG
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}
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}
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}
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