// Upgrade NOTE: replaced '_Projector' with 'unity_Projector' // Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Projector/AdditiveTint" { Properties{ _Color("Tint Color", Color) = (1,1,1,1) _Attenuation("Falloff", Range(0.0, 1.0)) = 1.0 _ShadowTex("Cookie", 2D) = "gray" {} } Subshader{ Tags {"Queue" = "Transparent"} Pass { ZWrite Off ColorMask RGB Blend SrcAlpha One // Additive blending Offset - 1, -1 CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 uvShadow : TEXCOORD0; 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); return o; } sampler2D _ShadowTex; fixed4 _Color; float _Attenuation; fixed4 frag(v2f i) : SV_Target { // Apply alpha mask fixed4 texCookie = tex2Dproj(_ShadowTex, UNITY_PROJ_COORD(i.uvShadow)); fixed4 outColor = _Color * texCookie.a; // Attenuation float depth = i.uvShadow.z; // [-1 (near), 1 (far)] return outColor * clamp(1.0 - abs(depth) + _Attenuation, 0.0, 1.0); } ENDCG } } }