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#ifndef SPRITE_SHADOWS_INCLUDED
#define SPRITE_SHADOWS_INCLUDED
#include "UnityCG.cginc"
////////////////////////////////////////
// Vertex structs
//
struct vertexInput
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
};
struct vertexOutput
{
V2F_SHADOW_CASTER;
float4 texcoord : TEXCOORD1;
};
////////////////////////////////////////
// Vertex program
//
uniform sampler2D _MainTex;
uniform fixed4 _MainTex_ST;
vertexOutput vert(vertexInput v)
{
vertexOutput o;
TRANSFER_SHADOW_CASTER(o)
o.texcoord = float4(TRANSFORM_TEX(v.texcoord, _MainTex), 0, 0);
return o;
}
////////////////////////////////////////
// Fragment program
//
uniform fixed _ShadowAlphaCutoff;
fixed4 frag(vertexOutput IN) : COLOR
{
fixed4 texureColor = tex2D(_MainTex, IN.texcoord.xy);
clip(texureColor.a - _ShadowAlphaCutoff);
SHADOW_CASTER_FRAGMENT(IN)
}
#endif // SPRITE_SHADOWS_INCLUDED