平面阴影
Shader "Unlit/role"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType"="Transparent" }
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
Stencil{
Ref 1
ReadMask 1
WriteMask 255
Comp NotEqual
Pass Replace
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
float4 worldpos = mul(unity_ObjectToWorld, v.vertex);
half3 lightdir = normalize(_WorldSpaceLightPos0.xyz);
worldpos.xyz = float4(worldpos.x - worldpos.y*lightdir.x / lightdir.y, 0, worldpos.z - worldpos.y*lightdir.z / lightdir.y, 1.0);
o.vertex = mul(unity_MatrixVP, worldpos);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return fixed4(0,0,0,0.3);
}
ENDCG
}
}
}
写死了 投影在y = 0的平面

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