I have been attempting to make a simple "overwrite" version of Unity's projector shader. I can either respect the color, or respect the transparency, but not both.
I have simplified the frag method to simply take cookie (the texture of the projection) and color tint, skipping all the fall off and fog stuff for now. I hope to eventually add those back in once I figure out what's going wrong.
Shader "Projector/Overwrite" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_ShadowTex ("Cookie", 2D) = "" {}
_FalloffTex ("FallOff", 2D) = "" {}
}
Subshader {
Tags {"Queue"="Transparent"}
Pass {
ZWrite Off
ColorMask RGB
Blend DstColor DstAlpha
//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;
};
float4x4 unity_Projector;
float4x4 unity_ProjectorClip;
v2f vert (float4 vertex : POSITION)
{
v2f o;
o.pos = UnityObjectToClipPos(vertex);
o.uvShadow = mul (unity_Projector, vertex);
o.uvFalloff = mul (unity_ProjectorClip, vertex);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
fixed4 _Color;
sampler2D _ShadowTex;
sampler2D _FalloffTex;
fixed4 frag (v2f i) : SV_Target
{
fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
texS.rgb *= _Color.rgb;
//texS.a = 1.0 - texS.a;
return texS;
/*texS.rgb *= _Color.rgb;
texS.a = 1.0-texS.a;
fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff));
fixed4 res = texS * texF.a;
UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(0,0,0,0));
return res;*/
}
ENDCG
}
}
}
I am fairly certain the issue lies in the BLEND options. I can either respect the texture * color, or respect the alpha of the texture, but not both together.
[Alpha is respected, but the color is no longer accurate][1]
[Alpha is ignored, but the color is accurate.][2]
Thanks for your guidance.
[1]: https://i.stack.imgur.com/yfxhE.png
[2]: https://i.stack.imgur.com/gWWyc.png
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