Shader "UltraCombos/Frozen/SpaceMapping" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _StencilComp("Stencil Comparison", Float) = 8 _Stencil("Stencil ID", Float) = 0 _StencilOp("Stencil Operation", Float) = 0 _StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilReadMask("Stencil Read Mask", Float) = 255 _ColorMask("Color Mask", Float) = 15 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Stencil { Ref[_Stencil] Comp[_StencilComp] Pass[_StencilOp] ReadMask[_StencilReadMask] WriteMask[_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest[unity_GUIZTestMode] //Blend OneMinusSrcColor One//SrcAlpha One // SrcAlpha OneMinusSrcAlpha Blend One Zero ColorMask[_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; //fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; fixed4 _TextureSampleAdd; float4 _ClipRect; v2f vert(appdata_t IN) { v2f OUT; UNITY_SETUP_INSTANCE_ID(IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = IN.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = IN.texcoord; return OUT; } sampler2D _MainTex; float4x4 homography[3]; float3 homo_space; float2 texture_size; fixed4 frag(v2f IN) : SV_Target { //half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; //color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); const float3 space = homo_space; const float2 clipped_size = texture_size; float2 uv = float2(IN.texcoord.x, 1 - IN.texcoord.y); float2 pos = uv * clipped_size; if (pos.y <= space.z) { if (pos.x < space.z || pos.x > space.z + space.x) { pos = float2(0, 0); } else { float4 homo_pos = mul(homography[0], float4(pos, 0, 1)); pos = homo_pos.xy / homo_pos.w; } } else if (pos.x <= space.z) { float4 homo_pos = mul(homography[1], float4(pos, 0, 1)); pos = homo_pos.xy / homo_pos.w; } else if (pos.x >= space.z + space.x) { float4 homo_pos = mul(homography[2], float4(pos, 0, 1)); pos = homo_pos.xy / homo_pos.w; } uv = pos / clipped_size; uv = float2(uv.x, 1 - uv.y); half4 color = any(length(pos)) ? tex2D(_MainTex, uv) : float4(0, 0, 0, 1); //uv = float2(IN.texcoord.x, 1 - IN.texcoord.y); //color = half4(uv, 0, 1); //color = tex2D(_MainTex, IN.texcoord); return color; } ENDCG } } }