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Projector Shader Problem
I don't want displaying texture of backface.
please..
// Upgrade NOTE: replaced '_Projector' with 'unity_Projector'
// Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip'
Shader "Projector/MultiplyMask" {
Properties {
_ShadowTex ("Cookie", 2D) = "gray" {}
_FalloffTex ("FallOff", 2D) = "white" {}
_AlphaTex("Mask Clamp", 2D) = "" {}
_ProjectorDir("ProjectorDir", Vector) = (0,0,0,0)
}
Subshader {
Tags {"RenderType"="Transparent" "Queue"="Transparent"}
Pass {
ZWrite Off
ZTest Less
Cull Back
ColorMask RGB
Blend DstColor Zero
Offset -1, -1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct v2f {
float4 uvShadow : TEXCOORD0;
float4 uvFalloff : TEXCOORD1;
UNITY_FOG_COORDS(2)
float4 pos : SV_POSITION;
};
struct VertexInput {
float4 vertex : POSITION;
fixed3 normal : NORMAL;
};
float4x4 unity_Projector;
float4x4 unity_ProjectorClip;
fixed4 _ProjectorDir;
v2f vert (VertexInput v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uvShadow = mul (unity_Projector, v.vertex);
o.uvFalloff = mul (unity_ProjectorClip, v.vertex);
UNITY_TRANSFER_FOG(o,o.pos);
//o.uvFalloff.a = clamp(-1 * dot(normalize(_ProjectorDir), v.normal), 0, 1);
return o;
}
sampler2D _ShadowTex;
sampler2D _FalloffTex;
sampler2D _AlphaTex;
fixed4 frag (v2f i) : SV_Target
{
if (i.uvShadow.w > 0.0)
{
fixed4 texS = tex2Dproj(_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
fixed4 texA = tex2Dproj(_AlphaTex, 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));
if (texA.a == 0) {
discard;
}
return res;
}
else
{
return float4(1,1,1,1);
}
}
ENDCG
}
}
}
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