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A current WIP of a side project @svnin and I are working on in Unity3d.
I've written a new shader system that uses a masked material supporting 4 colors. The RGBA channels of that texture are used as a mask to colorize that geometry within the corresponding UV space.
Each quadrants color can be altered based upon the custom RGBA values inserted within the shader. I also wrote up a secondary feature that supports outlining the geometry, giving freedom to the outline width and color to the user.
A second shader I created was a pixel shader created to cast dynamic shadows based on the alpha or transparency of image. [As seen on the bear]
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