Created
January 13, 2022 06:48
-
-
Save thorikawa/a80349974d5e78af95f116a894c4f724 to your computer and use it in GitHub Desktop.
透明だけど影を落とすシェーダー
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
//This is based on a shader from https://alastaira.wordpress.com/2014/12/30/adding-shadows-to-a-unity-vertexfragment-shader-in-7-easy-steps/ | |
Shader "Custom/MobileARShadow" | |
{ | |
SubShader { | |
Pass { | |
Tags { "LightMode" = "ForwardBase" "RenderType"="Opaque" "Queue"="Geometry+1" "ForceNoShadowCasting"="True" } | |
LOD 150 | |
Blend Zero SrcColor | |
ZWrite On | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
#pragma multi_compile_fwdbase | |
#include "AutoLight.cginc" | |
struct v2f | |
{ | |
float4 pos : SV_POSITION; | |
LIGHTING_COORDS(0,1) | |
}; | |
v2f vert(appdata_base v) { | |
v2f o; | |
o.pos = UnityObjectToClipPos (v.vertex); | |
TRANSFER_VERTEX_TO_FRAGMENT(o); | |
return o; | |
} | |
fixed4 frag(v2f i) : COLOR { | |
float attenuation = LIGHT_ATTENUATION(i); | |
return fixed4(1.0,1.0,1.0,1.0) * attenuation; | |
} | |
ENDCG | |
} | |
} | |
Fallback "VertexLit" | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment