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HolisticVFDiffuseShadowRed.shader
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HolisticVFDiffuseShadowRed.shader
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Shader "Holistic/VFDiffuseShadowRed"
{
Properties
{
_MainTex ( "Texture", 2D ) = "white" {}
}
SubShader
{
Pass
{
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap novertexlight
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 diff : COLOR0;
float4 pos : SV_POSITION;
SHADOW_COORDS(1)
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert( appdata v )
{
v2f o;
o.pos = UnityObjectToClipPos( v.vertex );
o.uv = TRANSFORM_TEX( v.uv, _MainTex );
float3 worldNormal = UnityObjectToWorldNormal( v.normal );
float ndotl = max( 0, dot( worldNormal, _WorldSpaceLightPos0.xyz ) );
o.diff = ndotl * _LightColor0;
TRANSFER_SHADOW( o );
return o;
}
fixed4 frag( v2f i ) : SV_Target
{
fixed shadow = SHADOW_ATTENUATION( i );
fixed4 tex = tex2D( _MainTex, i.uv );
fixed4 red_shadow = fixed4( 1, 0, 0, 0 ) * ( 1 - shadow );
fixed4 light_shadow = i.diff * shadow;
return ( light_shadow + red_shadow ) * tex;
}
ENDCG
}
Pass
{
Tags { "LightMode" = "ShadowCaster" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
V2F_SHADOW_CASTER;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert( appdata v )
{
v2f o;
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o );
return o;
}
fixed4 frag( v2f i ) : SV_Target
{
SHADOW_CASTER_FRAGMENT( i );
}
ENDCG
}
}
}