ArabDesert/Assets/harry_t/ht8b_shaders/shadowplane_mulw.shader

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Shader "harry_t/shadowplane_mulw"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Floor ("Floor Height (Worldspace)", Float) = 0.0
}
SubShader
{
Tags { "Queue" = "Transparent+6" "DisableBatching"="true" }
ZWrite Off
Cull Off
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float3 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float _Floor;
v2f vert (appdata v)
{
v2f o;
float3 base = mul( unity_ObjectToWorld, float4(0.0,0.0,0.0,1.0) );
float scale = 1.0 - (clamp(abs(base.y-_Floor), 0.0, 0.06) * 16.666666666);
//if( base.y > 0.0 )
base.y = _Floor;
float4 pos_world = float4( v.vertex.xyz + base, 1.0 );
o.vertex = mul( UNITY_MATRIX_VP, pos_world );
o.uv = float3( v.uv, scale );
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return tex2D(_MainTex, i.uv.xy) * float4( 1.0, 1.0, 1.0, i.uv.z );
}
ENDCG
}
}
}