Created
October 12, 2017 09:08
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Four corner pin unity shader
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Shader "Distort/CornerPin" | |
{ | |
Properties{ | |
_MainTex("Base (RGB)", 2D) = "white" {} | |
_DLx("Down Left x", Range(-2.0,2.0)) = 0 | |
_DLy("Down Left y", Range(-2.0,2.0)) = 0 | |
_DRx("Down Right x", Range(-2.0,2.0)) = 0 | |
_DRy("Down Right y", Range(-2.0,2.0)) = 0 | |
_TLx("Top Left x", Range(-2.0,2.0)) = 0 | |
_TLy("Top Left y", Range(-2.0,2.0)) = 0 | |
_TRx("Top Right x", Range(-2.0,2.0)) = 0 | |
_TRy("Top Right y", Range(-2.0,2.0)) = 0 | |
} | |
SubShader{ | |
Pass{ | |
ZTest Always Cull Off ZWrite Off | |
Fog{ Mode off } | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma fragmentoption ARB_precision_hint_fastest | |
#include "UnityCG.cginc" | |
uniform sampler2D _MainTex; | |
struct v2f { | |
float4 pos : SV_POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
float _DRx; | |
float _DRy; | |
float _DLx; | |
float _DLy; | |
float _TLx; | |
float _TLy; | |
float _TRx; | |
float _TRy; | |
v2f vert(appdata_img v) | |
{ | |
v2f o; | |
o.pos = UnityObjectToClipPos(v.vertex); | |
o.uv = v.texcoord; | |
o.pos.x += _DLx*o.uv.x*o.uv.y; | |
o.pos.y += _DLy*o.uv.x*o.uv.y; | |
o.pos.x += _DRx*(1 - o.uv.x)*o.uv.y; | |
o.pos.y += _DRy*(1 - o.uv.x)*o.uv.y; | |
o.pos.x += _TLx*o.uv.x*(1 - o.uv.y); | |
o.pos.y += _TLy*o.uv.x*(1 - o.uv.y); | |
o.pos.x += _TRx*(1 - o.uv.x)*(1 - o.uv.y); | |
o.pos.y += _TRy*(1 - o.uv.x)*(1 - o.uv.y); | |
return o; | |
} | |
float4 frag(v2f i) : SV_Target | |
{ | |
return tex2D(_MainTex, i.uv); | |
} | |
ENDCG | |
} | |
} | |
Fallback off | |
} |
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