ict.lixian.three/Assets/Samples/Ready Player Me Avatar Creator/1.1.1/AvatarCreatorExample/Shaders/TransparentShadow.shader

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Shader "Custom/TransparentShadow"
{
Properties
{
_ShadowColor("Shadow Color", Color) = (0.2, 0.2, 0.2, 0.8)
}
CGINCLUDE
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD0;
UNITY_LIGHTING_COORDS(1, 2)
};
fixed4 _ShadowColor;
v2f vert (appdata_full v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
UNITY_TRANSFER_LIGHTING(o, v.texcoord1);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float atten = 1 - UNITY_SHADOW_ATTENUATION(i, i.worldPos);
return fixed4(_ShadowColor.rgb, _ShadowColor.a * atten);
}
ENDCG
SubShader
{
Tags { "Queue"="Geometry" }
Pass
{
ColorMask 0
ZWrite on
CGPROGRAM
#pragma vertex vert_no
#pragma fragment frag_no
struct v2f_no {
float4 pos : SV_POSITION;
};
v2f_no vert_no (appdata_full v)
{
v2f_no o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag_no(v2f_no i) : SV_Target
{
return fixed4(0,0,0,0);
}
ENDCG
}
// directional light (only one)
Pass
{
Tags { "Queue"="Transparent" "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
ENDCG
}
// other lights (point lights, spot lights ...etc)
pass
{
Tags { "Queue"="Transparent" "LightMode" = "ForwardAdd" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdadd_fullshadows
ENDCG
}
}
Fallback "VertexLit"
}