How to do this shdow

hey gus, I am a effect worker from china . but i dont a programmer, so i cant understand this code.
But this shadow shader is very nice. it dont need light .
Can some one help me to do this shader in amplify shader editor ? please !
ANY ONE can help me ????
sry ,my english is very poor~
But this shadow shader is very nice. it dont need light .
Can some one help me to do this shader in amplify shader editor ? please !
- Code: Select all
Shader "Custom/NewShadow" {
Properties{
_MainTex("Base (RGB)", 2D) = "white" {}
//*********************绘制阴影的参数****************************
_ShadowPlane("Shadow Plane", Vector) = (0,1,0,0.02)
_ShadowColor("Shadow Color",Color) = (0.2, 0.2, 0.2, 1)
_ShadowPara("Shadow Param",Vector) = (-0.006,60,3,0.02)
_lightDirection("LightDir",Vector) = (0,-1,0)
//*************************************************
}
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutput o) {
half4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
UNITY_APPLY_FOG(i.fogCoord, col);
UNITY_OPAQUE_ALPHA(col.a);
return col;
}
ENDCG
}
//*******************绘制阴影的参数pass 只需要在你原来的shader里面加入这个pass就可以绘制出实时阴影了******************************
pass {
Tags { "QUEUE" = "Transparent" "RenderType" = "Transparent" }
ZWrite Off
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
half3 texcord0 : TEXCOORD0;
half3 texcord1 : TEXCOORD1;
};
uniform fixed4 _ShadowPlane;
uniform fixed4 _ShadowPara;
uniform fixed3 _lightDirection;
uniform fixed4 _ShadowColor;
v2f vert(appdata_tan v)
{
v2f o;
fixed3 vt;
vt = mul(unity_ObjectToWorld , v.vertex).xyz;
fixed3 tmpvar_3;
tmpvar_3 = (vt - (((dot(_ShadowPlane.xyz, vt) - _ShadowPlane.w) / dot(_ShadowPlane.xyz, _lightDirection)) * _lightDirection));
fixed4 tmpvar_4;
tmpvar_4.w = 1.0;
tmpvar_4.xyz = tmpvar_3;
o.pos = mul(UNITY_MATRIX_VP , tmpvar_4);
o.texcord0 = mul(unity_ObjectToWorld,float4(0, 0, 0, 1));
o.texcord1 = tmpvar_3;
return o;
}
float4 frag(v2f inData) : COLOR
{
fixed3 posToPlane = inData.texcord0 - inData.texcord1;
fixed4 f = _ShadowColor;
fixed v = pow(1.0 - clamp(((sqrt(dot(posToPlane,posToPlane)) * _ShadowPara.w) - _ShadowPara.x),0,1),_ShadowPara.y) * _ShadowPara.z;
f.w = v * _ShadowColor.a;
return f;
}
ENDCG
}
//*************************************************
}
FallBack "Diffuse"
}
ANY ONE can help me ????
sry ,my english is very poor~