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140 lines
3.0 KiB

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
}
}
}