geometry-tower-defense/Assets/GameMain/Tilemap/Shader/SH Sprite Shadow.shader

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Shader "Cainos/Pixel Art Top Down - Basic/Sprite Default - Shadow"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[IntRange] _StencilRef("Stencil Ref Value", Range(0,255)) = 0
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)
[HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1)
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
//Use stencil to make sure shadow get only drawn once
//And only within object with shader "SH Sprite Shadow Mask"
Stencil
{
Ref [_StencilRef]
Comp Equal
Pass Zero
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex SpriteVert
#pragma fragment Frag
#pragma target 2.0
#pragma multi_compile_instancing
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnitySprites.cginc"
fixed4 Frag(v2f IN) : SV_Target
{
fixed4 c = IN.color * _Color;
c.a *= SampleSpriteTexture(IN.texcoord).a;
clip(c.a - 0.01f);
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}