Created
October 29, 2024 16:20
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Unity shader for manipulating scale of a static object. Instead of controlling the transform directly, here i use shader to control the vertex
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Shader "Custom/AnimatedUVScale" | |
{ | |
Properties | |
{ | |
_MainTex("Texture", 2D) = "white" {} | |
_Scale("Scale", Vector) = (1, 1, 1, 0) | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
CGPROGRAM | |
#pragma surface surf Lambert vertex:vert | |
sampler2D _MainTex; | |
float4 _Scale; | |
struct Input | |
{ | |
float2 uv_MainTex; | |
}; | |
void vert(inout appdata_full v) | |
{ | |
// Scale the vertex position by _Scale | |
v.vertex.x *= _Scale.x; | |
v.vertex.y *= _Scale.y; | |
v.vertex.z *= _Scale.z; | |
} | |
void surf(Input IN, inout SurfaceOutput o) | |
{ | |
o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb; | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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Shader "Custom/AnimatedUVScale" | |
{ | |
Properties | |
{ | |
_MainTex("Texture", 2D) = "white" {} | |
_Scale("Scale", Vector) = (1, 1, 1, 0) | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
sampler2D _MainTex; | |
float4 _Scale; | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 pos : SV_POSITION; | |
}; | |
v2f vert(appdata v) | |
{ | |
v2f o; | |
// Scale the vertex position by _Scale | |
v.vertex.x *= _Scale.x; | |
v.vertex.y *= _Scale.y; | |
v.vertex.z *= _Scale.z; | |
o.pos = UnityObjectToClipPos(v.vertex); | |
o.uv = v.uv; | |
return o; | |
} | |
fixed4 frag(v2f i) : SV_Target | |
{ | |
// Sample the texture using the scaled UV coordinates | |
return tex2D(_MainTex, i.uv); | |
} | |
ENDCG | |
} | |
} | |
FallBack "Unlit/Texture" | |
} |
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