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- Shader "Fog Volume/RT viewers/_ShadowTexture"
- {
- Properties{
- _MainTex("Base", 2D) = "" {}
- _Divide("Divide", Range(1, 30000))=1000
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 100
-
- Pass
- {
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
-
- struct v2f
- {
- float2 uv : TEXCOORD0;
-
- float4 vertex : SV_POSITION;
- };
-
- sampler2D _ShadowTexture;
- float4 _ShadowTexture_ST;
- fixed _Divide;
-
- v2f vert (appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _ShadowTexture);
-
- return o;
- }
-
- fixed4 frag (v2f i) : SV_Target
- {
- // sample the texture
- //fixed4 col = tex2D(_ShadowTexture, i.uv).r/ _Divide;
- fixed4 col = tex2D(_ShadowTexture, i.uv);
- col.r = col.r / _Divide;
- return col.r*col.g;
- }
- ENDCG
- }
- }
- }
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