[HELP!!!!] ProjectorMultiPlyMask Shader add Unlit
I want to add Unlit shader.
PLEASE HELP ME !!!
 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 {"Queue"="Transparent"}
         Pass {
             ZWrite Off
             //ZTest Equal
             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);
 
                 half3 worldNormal = UnityObjectToWorldNormal(v.normal.xyz);
                 if (dot(normalize(_ProjectorDir), worldNormal) >= 0)
                     o.uvFalloff.a = 0;
                 else
                     o.uvFalloff.a = 1;
 
                 return o;
             }
             
             sampler2D _ShadowTex;
             sampler2D _FalloffTex;
             sampler2D _AlphaTex;
             
             fixed4 frag (v2f i) : SV_Target
             {
                 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, abs(texF.a));
                 
                 UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(1,1,1,1));
                 if (texA.a == 0) {
                     discard;
                 }
 
                 return res;
             }
 
             ENDCG
         }
     }
 }
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