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59 lines
1.0 KiB
59 lines
1.0 KiB
Shader "Hidden/FisheyeShader" { |
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Properties { |
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_MainTex ("Base (RGB)", 2D) = "" {} |
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} |
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// Shader code pasted into all further CGPROGRAM blocks |
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CGINCLUDE |
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#include "UnityCG.cginc" |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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}; |
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sampler2D _MainTex; |
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half4 _MainTex_ST; |
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float2 intensity; |
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v2f vert( appdata_img v ) |
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{ |
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v2f o; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = v.texcoord.xy; |
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return o; |
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} |
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half4 frag(v2f i) : SV_Target |
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{ |
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half2 coords = i.uv; |
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coords = (coords - 0.5) * 2.0; |
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half2 realCoordOffs; |
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realCoordOffs.x = (1-coords.y * coords.y) * intensity.y * (coords.x); |
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realCoordOffs.y = (1-coords.x * coords.x) * intensity.x * (coords.y); |
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half4 color = tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv - realCoordOffs, _MainTex_ST)); |
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return color; |
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} |
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ENDCG |
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Subshader { |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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ENDCG |
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} |
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} |
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Fallback off |
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} // shader
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