// Curved World // Copyright (c) Amazing Assets Shader "Amazing Assets/Curved World/Unity Standard Assets/Projector/Light" { Properties { [HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1", Vector) = (0, 0, 0, 0) _Color ("Main Color", Color) = (1,1,1,1) _ShadowTex ("Cookie", 2D) = "" {} _FalloffTex ("FallOff", 2D) = "" {} } Subshader { Tags {"Queue"="Transparent"} Pass { ZWrite Off ColorMask RGB Blend DstColor One Offset -1, -1 CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON #include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" struct v2f { float4 uvShadow : TEXCOORD0; float4 uvFalloff : TEXCOORD1; UNITY_FOG_COORDS(2) float4 pos : SV_POSITION; }; float4x4 unity_Projector; float4x4 unity_ProjectorClip; v2f vert (float4 vertex : POSITION) { v2f o; #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) CURVEDWORLD_TRANSFORM_VERTEX(vertex) #endif o.pos = UnityObjectToClipPos(vertex); o.uvShadow = mul (unity_Projector, vertex); o.uvFalloff = mul (unity_ProjectorClip, vertex); UNITY_TRANSFER_FOG(o,o.pos); return o; } fixed4 _Color; sampler2D _ShadowTex; sampler2D _FalloffTex; fixed4 frag (v2f i) : SV_Target { fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow)); texS.rgb *= _Color.rgb; texS.a = 1.0-texS.a; fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff)); fixed4 res = texS * texF.a; UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(0,0,0,0)); return res; } ENDCG } } CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI" }