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| 1 | +Shader "UnityCommunity/Sprites/SpriteDropShadow" |
| 2 | +{ |
| 3 | + Properties |
| 4 | + { |
| 5 | + [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} |
| 6 | + _Color ("Tint", Color) = (1,1,1,1) |
| 7 | + [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 |
| 8 | + _ShadowColor ("Shadow", Color) = (0,0,0,1) |
| 9 | + _ShadowOffset ("ShadowOffset", Vector) = (0,-0.1,0,0) |
| 10 | + } |
| 11 | + |
| 12 | + SubShader |
| 13 | + { |
| 14 | + Tags |
| 15 | + { |
| 16 | + "Queue"="Transparent" |
| 17 | + "IgnoreProjector"="True" |
| 18 | + "RenderType"="Transparent" |
| 19 | + "PreviewType"="Plane" |
| 20 | + "CanUseSpriteAtlas"="True" |
| 21 | + } |
| 22 | + |
| 23 | + Cull Off |
| 24 | + Lighting Off |
| 25 | + ZWrite Off |
| 26 | + Blend One OneMinusSrcAlpha |
| 27 | + |
| 28 | + // draw shadow |
| 29 | + Pass |
| 30 | + { |
| 31 | + CGPROGRAM |
| 32 | + #pragma vertex vert |
| 33 | + #pragma fragment frag |
| 34 | + #pragma multi_compile _ PIXELSNAP_ON |
| 35 | + #include "UnityCG.cginc" |
| 36 | + |
| 37 | + struct appdata_t |
| 38 | + { |
| 39 | + float4 vertex : POSITION; |
| 40 | + float4 color : COLOR; |
| 41 | + float2 texcoord : TEXCOORD0; |
| 42 | + }; |
| 43 | + |
| 44 | + struct v2f |
| 45 | + { |
| 46 | + float4 vertex : SV_POSITION; |
| 47 | + fixed4 color : COLOR; |
| 48 | + float2 texcoord : TEXCOORD0; |
| 49 | + }; |
| 50 | + |
| 51 | + fixed4 _Color; |
| 52 | + fixed4 _ShadowColor; |
| 53 | + float4 _ShadowOffset; |
| 54 | + |
| 55 | + v2f vert(appdata_t IN) |
| 56 | + { |
| 57 | + v2f OUT; |
| 58 | + OUT.vertex = UnityObjectToClipPos(IN.vertex+_ShadowOffset); |
| 59 | + OUT.texcoord = IN.texcoord; |
| 60 | + OUT.color = IN.color *_ShadowColor; |
| 61 | + #ifdef PIXELSNAP_ON |
| 62 | + OUT.vertex = UnityPixelSnap (OUT.vertex); |
| 63 | + #endif |
| 64 | + |
| 65 | + return OUT; |
| 66 | + } |
| 67 | + |
| 68 | + sampler2D _MainTex; |
| 69 | + sampler2D _AlphaTex; |
| 70 | + float _AlphaSplitEnabled; |
| 71 | + |
| 72 | + fixed4 SampleSpriteTexture (float2 uv) |
| 73 | + { |
| 74 | + fixed4 color = tex2D (_MainTex, uv); |
| 75 | + color.rgb = _ShadowColor.rgb; |
| 76 | + |
| 77 | + #if UNITY_TEXTURE_ALPHASPLIT_ALLOWED |
| 78 | + if (_AlphaSplitEnabled) |
| 79 | + color.a = tex2D (_AlphaTex, uv).r; |
| 80 | + #endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED |
| 81 | + |
| 82 | + return color; |
| 83 | + } |
| 84 | + |
| 85 | + fixed4 frag(v2f IN) : SV_Target |
| 86 | + { |
| 87 | + fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color; |
| 88 | + c.rgb *= c.a; |
| 89 | + return c; |
| 90 | + } |
| 91 | + ENDCG |
| 92 | + } |
| 93 | + |
| 94 | + // draw real sprite |
| 95 | + Pass |
| 96 | + { |
| 97 | + CGPROGRAM |
| 98 | + #pragma vertex vert |
| 99 | + #pragma fragment frag |
| 100 | + #pragma multi_compile _ PIXELSNAP_ON |
| 101 | + #include "UnityCG.cginc" |
| 102 | + |
| 103 | + struct appdata_t |
| 104 | + { |
| 105 | + float4 vertex : POSITION; |
| 106 | + float4 color : COLOR; |
| 107 | + float2 texcoord : TEXCOORD0; |
| 108 | + }; |
| 109 | + |
| 110 | + struct v2f |
| 111 | + { |
| 112 | + float4 vertex : SV_POSITION; |
| 113 | + fixed4 color : COLOR; |
| 114 | + float2 texcoord : TEXCOORD0; |
| 115 | + }; |
| 116 | + |
| 117 | + fixed4 _Color; |
| 118 | + |
| 119 | + v2f vert(appdata_t IN) |
| 120 | + { |
| 121 | + v2f OUT; |
| 122 | + OUT.vertex = UnityObjectToClipPos(IN.vertex); |
| 123 | + OUT.texcoord = IN.texcoord; |
| 124 | + OUT.color = IN.color * _Color; |
| 125 | + #ifdef PIXELSNAP_ON |
| 126 | + OUT.vertex = UnityPixelSnap (OUT.vertex); |
| 127 | + #endif |
| 128 | + |
| 129 | + return OUT; |
| 130 | + } |
| 131 | + |
| 132 | + sampler2D _MainTex; |
| 133 | + sampler2D _AlphaTex; |
| 134 | + float _AlphaSplitEnabled; |
| 135 | + |
| 136 | + fixed4 SampleSpriteTexture (float2 uv) |
| 137 | + { |
| 138 | + fixed4 color = tex2D (_MainTex, uv); |
| 139 | + |
| 140 | + #if UNITY_TEXTURE_ALPHASPLIT_ALLOWED |
| 141 | + if (_AlphaSplitEnabled) |
| 142 | + color.a = tex2D (_AlphaTex, uv).r; |
| 143 | + #endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED |
| 144 | + |
| 145 | + return color; |
| 146 | + } |
| 147 | + |
| 148 | + fixed4 frag(v2f IN) : SV_Target |
| 149 | + { |
| 150 | + fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color; |
| 151 | + c.rgb *= c.a; |
| 152 | + return c; |
| 153 | + } |
| 154 | + ENDCG |
| 155 | + } |
| 156 | + } |
| 157 | +} |
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