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102 lines
2.1 KiB

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
}
}
}