Shader "Frozen/SpaceMapping" { Properties { _MainTex ("Texture", 2D) = "white" {} yFlip ("display name", Int) = 0 } SubShader { Tags { "RenderType"="Opeque" } LOD 100 //Blend One Zero Blend One OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; }; sampler2D _MainTex; float4 _MainTex_ST; int yFlip; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } float4x4 homography[3]; float3 homo_space; float2 texture_size; fixed4 frag (v2f i) : SV_Target { float2 uv = i.uv; //if (yFlip == 1) uv = i.uv * float2(1.0, -1.0) + float2(0.0, 1.0); fixed4 col = tex2D(_MainTex, uv); col.rgb *= col.a; const float3 space = homo_space; //const float2 size = float2(space.x + space.z * 2.0, space.y + space.z * 2.0); //const float dim = space.x + space.z * 2.0; const float2 clipped_size = texture_size; 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; if (yFlip == 1) uv = uv * float2(1.0, -1.0) + float2(0.0, 1.0); col = any(length(pos)) ? tex2D(_MainTex, uv) : float4(0, 0, 0, 1); //col = tex2D(_MainTex, i.uv * float2(1.0, -1.0) + float2(0.0, 1.0)); //col = float4(i.uv, 0.0, 1.0); return col; } ENDCG } } }