Shader "Unlit/role" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "Queue" = "Transparent" "RenderType"="Transparent" } LOD 100 Blend SrcAlpha OneMinusSrcAlpha Stencil{ Ref 1 ReadMask 1 WriteMask 255 Comp NotEqual Pass Replace } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; float4 worldpos = mul(unity_ObjectToWorld, v.vertex); half3 lightdir = normalize(_WorldSpaceLightPos0.xyz); worldpos.xyz = float4(worldpos.x - worldpos.y*lightdir.x / lightdir.y, 0, worldpos.z - worldpos.y*lightdir.z / lightdir.y, 1.0); o.vertex = mul(unity_MatrixVP, worldpos); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); // apply fog UNITY_APPLY_FOG(i.fogCoord, col); return fixed4(0,0,0,0.3); } ENDCG } } }
写死了 投影在y = 0的平面