求大佬来帮忙翻译下这段shader

https://blog.csdn.net/lxj7533621/article/details/51626921

贴代码

Shader “Custom/Shadow” {
Properties {
_MainTex (“Main Tex”, 2D) = “white” {}
_AlphaTex(“AlphaTex”,2D) = “white”{}
_Offset (“Offset”, vector) = (0, 0, 0, 0)
}
CGINCLUDE
#include “UnityCG.cginc”
sampler2D _MainTex;
float4 _Offset;
sampler2D _AlphaTex;
float4 _MainTex_ST;

struct v2f {
  float4 pos : POSITION;
  float2 uv : TEXCOORD0;
};

v2f vert_normal(appdata_base v) { 
  v2f o;
  o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
  o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
  return o;
}

v2f vert_offset(appdata_base v) {
  v2f o;
  float4 pos = mul(_Object2World, v.vertex);
  o.pos = mul(UNITY_MATRIX_VP, pos + _Offset);
  o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
  return o;
}

float4 frag_normal(v2f i) : COLOR {
  float4 texcol = tex2D (_MainTex, i.uv);
  texcol.w = tex2D(_AlphaTex,i.uv)*texcol.w;
  return texcol;
}

float4 frag_color(v2f i) : COLOR {
  float4 c;
  c = tex2D(_MainTex, i.uv);
  c.w = tex2D(_AlphaTex,i.uv)*c.w;
  if(c.w >= 0.5)
  {
  	 c.r =0;
     c.g=0;
	 c.b=0;
	 c.w = 0.5f;
  }

  return c;
}

ENDCG
SubShader {
Tags{“Queue” = “Transparent”}
Pass {
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_offset
#pragma fragment frag_color
ENDCG
}
Pass {
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_normal
#pragma fragment frag_normal
ENDCG
}
}
FallBack “Diffuse”
}
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原文链接:unity3d技术---在2d游戏中用shader模拟阴影_callnotshowname的博客-CSDN博客

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你得动手写一下,最好是用最新的surface shader:
https://docs.cocos.com/creator/manual/zh/shader/surface-shader.html

老版shader:
2D: 2D 着色器:Gradient · Cocos Creator
3D: 3D 着色器:RimLight · Cocos Creator

综合入口:着色器 · Cocos Creator

否则你这标题。。。。但愿有热心的朋友吧。

要用在2.4.3版本的Creator

随地大小便,没收违法工具

681E11020783B27E3E934425AC8769A4 标记一下嘛