Shader "Decal"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MixedColor("MixedColor",Color)=(1,1,1,1) //颜色混合
_Alpha ("Alpha",Range(0,1.0)) = 1 //透明度
}
SubShader
{
Tags {
"RenderType"="Opaque"
"Queue" = "Geometry+1"
}
LOD 100
ZWrite Off
ZTest Off
Cull Front
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 screenPos : TEXCOORD1;
};
sampler2D _MainTex;
float _Alpha;
float4 _MainTex_ST;
float4 _MixedColor;
sampler2D _CameraDepthTexture;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.screenPos = ComputeScreenPos(o.vertex);
return o;
}
float3 DepthToWorldPosition(float4 screenPos)
{
float depth = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture,screenPos)));
float4 ndcPos = (screenPos/screenPos.w) * 2 - 1;
float3 clipPos = float3(ndcPos.x,ndcPos.y,1) * _ProjectionParams.z;
float3 viewPos = mul(unity_CameraInvProjection,clipPos.xyzz).xyz * depth;
float3 worldPos = mul(UNITY_MATRIX_I_V,float4(viewPos,1)).xyz;
return worldPos;
}
//颜色混合
float4 MixedColor(float4 a,float4 b)
{
return float4(a.r*b.r,a.g*b.g,a.b*b.b,a.a*b.a);
}
fixed4 frag (v2f i) : SV_Target
{
float3 worldPos = DepthToWorldPosition(i.screenPos);
float4 localPos = mul(unity_WorldToObject,float4(worldPos,1.0));
clip(float3(0.5,0.5,0.5) - abs(localPos.xyz));
fixed2 decalUV = fixed2(localPos.x,localPos.z);
decalUV = decalUV + 0.5;
fixed4 color = tex2D(_MainTex,decalUV);
fixed4 c=fixed4(color.r,color.g,color.b,color.a*_Alpha);
return MixedColor(c,_MixedColor);
}
ENDCG
}
}
}