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- Shader "Unlit/shadow"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 100
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- // make fog work
- #pragma multi_compile_fog
- #include "UnityCG.cginc"
- #include "AutoLight.cginc"
- //UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture);
- //uniform sampler2D _ShadowMapTexture;
- uniform sampler2D m_ShadowmapCopy;
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- UNITY_FOG_COORDS(1)
- float4 vertex : SV_POSITION;
- float4 _ShadowCoord: TEXCOORD2;
- float3 _worldpos : TEXCOORD3;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- UNITY_TRANSFER_FOG(o,o.vertex);
- o._worldpos = mul(unity_ObjectToWorld, v.vertex);
- //o._ShadowCoord = ComputeScreenPos(o.vertex); //mul(unity_WorldToShadow[0], o._worldpos);
- o._ShadowCoord = mul(unity_WorldToShadow[1], o._worldpos);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- // sample the texture
- fixed4 col = tex2D(_MainTex, i.uv);
- //float depth = tex2Dproj(_ShadowMapTexture, UNITY_PROJ_COORD(i._ShadowCoord)).x;
- //float depth = tex2Dproj(_ShadowMapTexture, i._ShadowCoord).x;
- //depth = Linear01Depth(depth);
- //col = max(depth > (i._ShadowCoord.z / i._ShadowCoord.w), _LightShadowData.x);
- //col = depth;
- //float shadowAttenuation = UnitySampleShadowmap(
- // mul(unity_WorldToShadow[0], float4(i._worldpos, 1))
- //);
- float depth = tex2D(m_ShadowmapCopy, i.uv).r;
- //float depth = tex2D(m_ShadowmapCopy, i._ShadowCoord.xy).r;
- //float depth = tex2Dproj(m_ShadowmapCopy, UNITY_PROJ_COORD(i._ShadowCoord)).x;
- //depth = Linear01Depth(depth);
- col = depth;
- col.w = 1;
- return col;
- // apply fog
- UNITY_APPLY_FOG(i.fogCoord, col);
- return col;
- }
- ENDCG
- }
- }
- }
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