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Planar shadow shader for unity buildin render pipline.
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Shader "Custom/PlanarShadow" | |
{ | |
Properties { | |
_ShadowColor ("Shadow Color", Color) = (0,0,0,1) | |
_PlaneHeight ("planeHeight", Float) = 0 | |
} | |
SubShader { | |
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} | |
Pass { | |
ZWrite On | |
ZTest LEqual | |
Blend SrcAlpha OneMinusSrcAlpha | |
Stencil { | |
Ref 0 | |
Comp Equal | |
Pass IncrWrap | |
ZFail Keep | |
} | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma multi_compile_instancing | |
#include "UnityCG.cginc" | |
struct vsOut | |
{ | |
float4 pos : SV_POSITION; | |
UNITY_VERTEX_INPUT_INSTANCE_ID | |
}; | |
UNITY_INSTANCING_BUFFER_START(Props) | |
UNITY_DEFINE_INSTANCED_PROP(float4, _ShadowColor) | |
UNITY_DEFINE_INSTANCED_PROP(float, _PlaneHeight) | |
UNITY_INSTANCING_BUFFER_END(Props) | |
vsOut vert( appdata_base v) | |
{ | |
vsOut o; | |
UNITY_SETUP_INSTANCE_ID(v); | |
UNITY_TRANSFER_INSTANCE_ID(v, o); | |
float4 vPosWorld = mul( unity_ObjectToWorld, v.vertex); | |
float4 lightDirection = -normalize(_WorldSpaceLightPos0); | |
float planeHeight = UNITY_ACCESS_INSTANCED_PROP(Props, _PlaneHeight); | |
float opposite = vPosWorld.y - planeHeight; | |
float cosTheta = -lightDirection.y; // = lightDirection dot (0,-1,0) | |
float hypotenuse = opposite / cosTheta; | |
float3 vPos = vPosWorld.xyz + ( lightDirection * hypotenuse ); | |
o.pos = mul (UNITY_MATRIX_VP, float4(vPos.x, planeHeight, vPos.z ,1)); | |
return o; | |
} | |
fixed4 frag( vsOut i) : COLOR | |
{ | |
UNITY_SETUP_INSTANCE_ID(i); | |
return UNITY_ACCESS_INSTANCED_PROP(Props, _ShadowColor); | |
} | |
ENDCG | |
} | |
} | |
} |
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