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