// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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#if !defined(DSP_SHADOW_CGINC_INCLUDED)
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#define DSP_SHADOW_CGINC_INCLUDED
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#include "UnityCG.cginc"
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float4 DSPShadowVertOpaque(float4 vertex : POSITION) : SV_POSITION
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{
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return UnityObjectToClipPos(vertex);
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}
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fixed4 DSPShadowFragOpaque() : COLOR
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{
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return fixed4(0,0,0,1);
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}
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struct DSP_V2F_SHADOW_TRANS {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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float4 _MainTex_ST;
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DSP_V2F_SHADOW_TRANS DSPShadowVertTrans(float4 vertex : POSITION, float4 texcoord : TEXCOORD0)
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{
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DSP_V2F_SHADOW_TRANS o;
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o.pos = UnityObjectToClipPos(vertex);
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o.uv = TRANSFORM_TEX(texcoord, _MainTex);
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return o;
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}
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sampler2D _MainTex;
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fixed4 _Color;
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fixed4 DSPShadowFragTrans(DSP_V2F_SHADOW_TRANS i) : COLOR
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{
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fixed a = tex2D(_MainTex, i.uv).a * _Color.a;
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return fixed4(0,0,0,a);
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}
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#if defined(_ALPHABLEND_ON) || defined(_ALPHATEST_ON) || defined(_ALPHAPREMULTIPLY_ON)
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DSP_V2F_SHADOW_TRANS DSPShadowVertStandard(float4 vertex : POSITION, float4 texcoord : TEXCOORD0)
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{
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return DSPShadowVertTrans(vertex, texcoord);
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}
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fixed4 DSPShadowFragStandard(DSP_V2F_SHADOW_TRANS i) : COLOR
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{
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return DSPShadowFragTrans(i);
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}
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#else
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float4 DSPShadowVertStandard(float4 vertex : POSITION) : SV_POSITION
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{
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return DSPShadowVertOpaque(vertex);
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}
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fixed4 DSPShadowFragStandard() : COLOR
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{
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return DSPShadowFragOpaque();
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}
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#endif
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#endif // !defined(DSP_SHADOW_CGINC_INCLUDED)
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