增强现实阴影

核心的思想是用一个透明的PLANE,但是可以显示阴影 

Shader "FX/Matte Shadow" {

	Properties{
		_Color("Main Color", Color) = (1,1,1,1)
		_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
		_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
	}

		SubShader{

		Tags{ "Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" }
		LOD 200
		Blend Zero SrcColor

		CGPROGRAM

#pragma surface surf ShadowOnly alphatest:_Cutoff

		fixed4 _Color;

	struct Input {
		float2 uv_MainTex;
	};

	inline fixed4 LightingShadowOnly(SurfaceOutput s, fixed3 lightDir, fixed atten)
	{
		fixed4 c;
		c.rgb = s.Albedo*atten;
		c.a = s.Alpha;

		return c;
	}

	void surf(Input IN, inout SurfaceOutput o)
	{

		fixed4 c = _Color;
		o.Albedo = c.rgb;
		o.Alpha = 1;

	}

	ENDCG

	}

		Fallback "Transparent/Cutout/VertexLit"

}

  

http://mec0825.net/blog/?p=126

原文地址:https://www.cnblogs.com/jiahuafu/p/6824070.html