// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Enviro/Standard/ShadowCookie" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #pragma exclude_renderers gles struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } uniform sampler2D _MainTex; uniform float _shadowIntensity; uniform int _shadowMode; uniform float _Rotation; float2 rotateUV(float2 uv, float rotation) { float s = sin ( rotation ); float c = cos ( rotation ); float2x2 rotationMatrix = float2x2( c, -s, s, c); return mul ( uv - 0.5, rotationMatrix ) + 0.5; } fixed4 frag (v2f i) : SV_Target { fixed4 col = 1 - (tex2D(_MainTex, rotateUV(i.uv,_Rotation)) * _shadowIntensity); return float4(col.r,col.r,col.r,col.r); } ENDCG } } }