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- Shader "UnityCommunity/Sprites/SpriteDropShadow"
- {
- Properties
- {
- [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
- _Color ("Tint", Color) = (1,1,1,1)
- [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
- _ShadowColor ("Shadow", Color) = (0,0,0,1)
- _ShadowOffset ("ShadowOffset", Vector) = (0,-0.1,0,0)
- }
- SubShader
- {
- Tags
- {
- "Queue"="Transparent"
- "IgnoreProjector"="True"
- "RenderType"="Transparent"
- "PreviewType"="Plane"
- "CanUseSpriteAtlas"="True"
- }
- Cull Off
- Lighting Off
- ZWrite Off
- Blend One OneMinusSrcAlpha
- // draw shadow
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile _ PIXELSNAP_ON
- #include "UnityCG.cginc"
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- fixed4 _Color;
- fixed4 _ShadowColor;
- float4 _ShadowOffset;
- v2f vert(appdata_t IN)
- {
- v2f OUT;
- OUT.vertex = UnityObjectToClipPos(IN.vertex+_ShadowOffset);
- OUT.texcoord = IN.texcoord;
- OUT.color = IN.color *_ShadowColor;
- #ifdef PIXELSNAP_ON
- OUT.vertex = UnityPixelSnap (OUT.vertex);
- #endif
- return OUT;
- }
- sampler2D _MainTex;
- sampler2D _AlphaTex;
- float _AlphaSplitEnabled;
- fixed4 SampleSpriteTexture (float2 uv)
- {
- fixed4 color = tex2D (_MainTex, uv);
- color.rgb = _ShadowColor.rgb;
- #if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
- if (_AlphaSplitEnabled)
- color.a = tex2D (_AlphaTex, uv).r;
- #endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
- return color;
- }
- fixed4 frag(v2f IN) : SV_Target
- {
- fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
- c.rgb *= c.a;
- return c;
- }
- ENDCG
- }
- // draw real sprite
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile _ PIXELSNAP_ON
- #include "UnityCG.cginc"
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- fixed4 _Color;
- v2f vert(appdata_t IN)
- {
- v2f OUT;
- OUT.vertex = UnityObjectToClipPos(IN.vertex);
- OUT.texcoord = IN.texcoord;
- OUT.color = IN.color * _Color;
- #ifdef PIXELSNAP_ON
- OUT.vertex = UnityPixelSnap (OUT.vertex);
- #endif
- return OUT;
- }
- sampler2D _MainTex;
- sampler2D _AlphaTex;
- float _AlphaSplitEnabled;
- fixed4 SampleSpriteTexture (float2 uv)
- {
- fixed4 color = tex2D (_MainTex, uv);
- #if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
- if (_AlphaSplitEnabled)
- color.a = tex2D (_AlphaTex, uv).r;
- #endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
- return color;
- }
- fixed4 frag(v2f IN) : SV_Target
- {
- fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
- c.rgb *= c.a;
- return c;
- }
- ENDCG
- }
- }
- }
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