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47 lines
837 B
47 lines
837 B
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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Shader "Unity Shaders Book/Chapter 10/Mirror" { |
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Properties { |
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_MainTex ("Main Tex", 2D) = "white" {} |
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} |
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SubShader { |
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Tags { "RenderType"="Opaque" "Queue"="Geometry"} |
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Pass { |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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sampler2D _MainTex; |
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struct a2v { |
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float4 vertex : POSITION; |
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float3 texcoord : TEXCOORD0; |
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}; |
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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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v2f vert(a2v v) { |
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v2f o; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = v.texcoord; |
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// Mirror needs to filp x |
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o.uv.x = 1 - o.uv.x; |
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return o; |
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} |
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fixed4 frag(v2f i) : SV_Target { |
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return tex2D(_MainTex, i.uv); |
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} |
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ENDCG |
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} |
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} |
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FallBack Off |
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}
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