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- Shader "Simple Planar Overhead Shadow" {
- Properties {
- _Color ("Color", Color) = (0,0,0,0)
- _GroundHeight ("Ground Height", Float) = 0
- }
- SubShader {
- Tags { "RenderType" = "Opaque" }
- CGPROGRAM
- #pragma surface surf Lambert vertex:vert
- struct Input {
- float2 uv_MainTex;
- };
- float4 _Color;
- float _GroundHeight;
- void vert (inout appdata_full v) {
- // transform into worldspace
- float4 world_space_vertex = mul( _Object2World, v.vertex );
- world_space_vertex.y = _GroundHeight;
- // transform back into local space
- v.vertex = mul( _World2Object, world_space_vertex );
- }
- void surf (Input IN, inout SurfaceOutput o) {
- o.Albedo = _Color;
- }
- ENDCG
- }
- Fallback "Diffuse"
- }
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