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”
}
————————————————
版权声明:本文为CSDN博主「callnotshowname」的原创文章,遵循CC 4.0 BY-SA版权协议,转载请附上原文出处链接及本声明。
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
