1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071 |
- Shader "Hidden/Shadow2DRemoveSelf"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- [PerRendererData][HideInInspector] _ShadowStencilGroup("__ShadowStencilGroup", Float) = 1.0
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- Cull Off
- BlendOp Add
- Blend One One
- ZWrite Off
- Pass
- {
- Stencil
- {
- Ref [_ShadowStencilGroup]
- Comp Equal
- Pass Keep
- Fail Keep
- }
- 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;
- };
- struct Varyings
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float _ReceivesShadows;
- Varyings vert (Attributes v)
- {
- Varyings o;
- o.vertex = TransformObjectToHClip(v.vertex.xyz);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- return o;
- }
- half4 frag(Varyings i) : SV_Target
- {
- half4 main = tex2D(_MainTex, i.uv);
- half4 col;
- col.r = 0;
- col.g = 0;
- col.b = main.a;
- col.a = 0;
- return col;
- }
- ENDHLSL
- }
- }
- }
|