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// 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
}
}
}