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| Shader "HHF/Example/PlaneShadow" { Properties { _MainTex("MainTex", 2D) = "white"{} _ShadowOffset("ShadowOffset(XYZ)", vector) = (0.2, 0, 0.3, 0) _ShadowColor ("ShadowColor", Color) = (0, 0, 0, 0) }
SubShader { Tags { "RenderPipeline" = "UniversalPipeline" "RenderType"="Opaque" }
Pass { Tags { "LightMode" = "SRPDefaultUnlit" }
HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
struct appdata { float4 vertex :POSITION; float2 uv :TEXCOORD; };
struct v2f { float4 positionCS :SV_POSITION; float2 uv :TEXCOORD; };
CBUFFER_START(UnityPerMaterial) float4 _MainTex_ST; float4 _ShadowOffset; float4 _ShadowColor; CBUFFER_END
TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex);
v2f vert (appdata v) { v2f o = (v2f)0; o.positionCS = TransformObjectToHClip(v.vertex.xyz); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; }
half4 frag (v2f i) : SV_Target { half4 c = 0; half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); c = tex;
return c; }
ENDHLSL }
Pass { Tags { "LightMode" = "UniversalForward" }
HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
struct appdata { float4 vertex:POSITION; };
struct v2f { float4 positionCS:SV_POSITION; };
CBUFFER_START(UnityPerMaterial) float4 _MainTex_ST; float4 _ShadowOffset; float4 _ShadowColor; CBUFFER_END
TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex);
v2f vert(appdata v) { v2f o = (v2f)0; float3 worldPos = TransformObjectToWorld(v.vertex.xyz); float worldPosY = worldPos.y; worldPos.y = _ShadowOffset.y; worldPos.xz += _ShadowOffset.xz * (worldPosY - _ShadowOffset.y); o.positionCS = TransformWorldToHClip(worldPos); return o; }
half4 frag(v2f i):SV_TARGET { return _ShadowColor; }
ENDHLSL } }
SubShader { pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc"
struct appdata { float4 vertex :POSITION; float2 uv :TEXCOORD; };
struct v2f { float4 positionCS :SV_POSITION; float2 uv :TEXCOORD; };
sampler2D _MainTex; float4 _MainTex_ST;
v2f vert(appdata v) { v2f o = (v2f)0; o.positionCS = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; }
half4 frag(v2f i):SV_TARGET { half4 c = 0; half4 tex = tex2D(_MainTex, i.uv.xy); c = tex;
return c; }
ENDCG }
pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc"
struct appdata { float4 vertex:POSITION; };
struct v2f { float4 positionCS:SV_POSITION; };
float4 _ShadowOffset; float4 _ShadowColor;
v2f vert(appdata v) { v2f o = (v2f)0; float4 worldPos = mul(unity_ObjectToWorld, v.vertex); float worldPosY = worldPos.y; worldPos.y = _ShadowOffset.y; worldPos.xz += _ShadowOffset.xz * (worldPosY - _ShadowOffset.y); o.positionCS = mul(UNITY_MATRIX_VP, worldPos); return o; }
half4 frag(v2f i):SV_TARGET { return _ShadowColor; }
ENDCG } } }
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