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PixelJumperHero/Library/PackageCache/com.unity.render-pipelines.universal@11.0.0/Shaders/2D/Shadow2DRemoveSelf.shader
2021-06-13 10:28:03 +02:00

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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
}
}
}