Here’s a shader i sort of poorly hacked together from this example and several others (like this Projector shader with angle limitation ) and includes a masking ability
I made it so that the cutoff angle was adjustable, but it doesn’t really make sense to me (and it might not be very efficient)
// Upgrade NOTE: replaced '_Projector' with 'unity_Projector'
// Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Projector' with 'unity_Projector'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Projector' with 'unity_Projector'
// Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip'
Shader "AdditiveMaskNoBack"
{
Properties
{
_Color("Main Color", Color) = (1,1,1,1)
_ShadowTex("Cookie", 2D) = "" {}
_MaskTex("Mask", 2D) = "gray" {}
_FalloffTex("FallOff", 2D) = "" {}
_AngleLimit("Angle Limit (rad)", Float) = .9
}
Subshader
{
Tags {"Queue" = "Transparent"}
Pass
{
ZWrite Off
AlphaTest Greater 0
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
Offset -1, -1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct v2f {
float4 uvShadow : TEXCOORD0;
float4 uvMask : TEXCOORD1;
float4 uvFalloff : TEXCOORD2;
half projAngle : TEXCOORD3;
UNITY_FOG_COORDS(2)
float4 pos : SV_POSITION;
};
struct vertexInput
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
};
float4x4 unity_Projector;
float4x4 unity_ProjectorClip;
half3 projNormal;
inline half angleBetween(half3 vector1, half3 vector2)
{
return acos(dot(vector1, vector2) / (length(vector1) * length(vector2)));
}
v2f vert(float4 vertex : POSITION, float3 normal : NORMAL, float4 texcoord : TEXCOORD0)
{
v2f o;
o.pos = UnityObjectToClipPos(vertex);
o.uvShadow = mul(unity_Projector, vertex);
o.uvMask = mul(unity_Projector, vertex);
o.uvFalloff = mul(unity_ProjectorClip, vertex);
projNormal = mul(unity_Projector, normal);
o.projAngle = abs(angleBetween(half3(0,0,-1), projNormal));
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
fixed4 _Color;
sampler2D _ShadowTex;
float4 _ShadowTex_ST;
sampler2D _MaskTex;
sampler2D _FalloffTex;
half _AngleLimit;
fixed4 frag(v2f i) : SV_Target
{
if (i.projAngle <_AngleLimit) //||1)
{
fixed4 texS = tex2Dproj(_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
fixed4 mask = tex2Dproj(_MaskTex, UNITY_PROJ_COORD(i.uvMask));
texS.rgba *= _Color.rgba;
texS *= mask.a;
fixed4 texF = tex2Dproj(_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff));
//fixed4 res = texS * texF.a;
//i.projAngle;
//fixed4 res = texS * texF.a * step(-_AngleLimit, i.projAngle);
fixed4 res = texS * texF.a* ceil(abs(i.uvFalloff.a));
//
UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(0,0,0,0));
return res;
}
else
{
//return fixed4(.5, .5, 1, 1); positive purple alpha for debugging
return fixed4(.5, .5, 1, 0);
}
}
ENDCG
}
}
}