OvertakingLegend/Assets/Amazing Assets/Curved World/Shaders/Built-In/Unity Standard Assets/ProjectorMultiply.shader

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// Curved World <http://u3d.as/1W8h>
// Copyright (c) Amazing Assets <https://amazingassets.world>
Shader "Amazing Assets/Curved World/Unity Standard Assets/Projector/Multiply"
{
Properties
{
[HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1", Vector) = (0, 0, 0, 0)
_ShadowTex ("Cookie", 2D) = "gray" {}
_FalloffTex ("FallOff", 2D) = "white" {}
}
Subshader
{
Tags {"Queue"="Transparent"}
Pass
{
ZWrite Off
ColorMask RGB
Blend DstColor Zero
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
#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;
}
sampler2D _ShadowTex;
sampler2D _FalloffTex;
fixed4 frag (v2f i) : SV_Target
{
fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
texS.a = 1.0-texS.a;
fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff));
fixed4 res = lerp(fixed4(1,1,1,0), texS, texF.a);
UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(1,1,1,1));
return res;
}
ENDCG
}
}
CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI"
}