Decal shaders covers the area of where their mesh is rendered on top of the existing geometry without adding new geometry.
Shader "MageQuest/DecalUnlitShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags {
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"ForceNoShadowCasting" = "True"
}
Pass
{
Fog { Mode Off }
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma exclude_renderers nomrt
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
float4 screenUV : TEXCOORD1;
float3 ray : TEXCOORD2;
half3 orientation : TEXCOORD3;
};
sampler2D _MainTex;
fixed4 _Color;
sampler2D _CameraDepthTexture;
v2f vert (appdata_base v)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f, o);
o.pos = UnityObjectToClipPos(v.vertex);
o.screenUV = ComputeScreenPos(o.pos);
o.ray = UnityObjectToViewPos(v.vertex).xyz * float3(-1, -1, 1);
o.orientation = mul((float3x3)unity_ObjectToWorld, float3(0, 1, 0));
o.uv = v.texcoord;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
i.ray = i.ray * (_ProjectionParams.z / i.ray.z);
float2 uv = i.screenUV.xy / i.screenUV.w;
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv);
depth = Linear01Depth(depth);
float4 vpos = float4(i.ray * depth, 1);
float3 wpos = mul(unity_CameraToWorld, vpos).xyz;
float3 opos = mul(unity_WorldToObject, float4(wpos, 1)).xyz;
clip(float3(0.5, 0.5, 0.5) - abs(opos.xyz));
i.uv = (opos.xz + 0.5);
fixed4 col = tex2D(_MainTex, i.uv) * _Color;
return col;
}
ENDCG
}
}
}