Created
April 6, 2019 18:50
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Visually stable constant screen space sized texture shader for Unity
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Shader "Unlit/Stable Constant Texture Size" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
// make fog work | |
#pragma multi_compile_fog | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
UNITY_FOG_COORDS(1) | |
float3 cameraPos : TEXCOORD2; | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.cameraPos = mul(UNITY_MATRIX_MV, v.vertex).xyz / unity_CameraProjection[0][0]; | |
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); | |
// o.uv = v.uv; | |
o.uv = mul(unity_ObjectToWorld, v.vertex).xz; | |
UNITY_TRANSFER_FOG(o,o.vertex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
float dist = length(i.cameraPos.xyz); | |
float x = log(dist)/log(2); | |
float2 _x = floor((x + float2(0.0, 1.0)) * 0.5) * 2.0 - float2(0.0, 1.0); | |
float2 scale = pow(2.0, _x); | |
float blend = abs(frac(x * 0.5) * 2.0 - 1.0); | |
float2 uv0 = i.uv / scale.x * _MainTex_ST.xy + frac(scale.x * float2(0.1251, 0.6157)); | |
float2 uv1 = i.uv / scale.y * _MainTex_ST.xy + frac(scale.y * float2(0.7127, 0.1281)); | |
fixed4 col0 = tex2D(_MainTex, uv0); | |
fixed4 col1 = tex2D(_MainTex, uv1); | |
fixed4 col = lerp(col0, col1, blend); | |
// apply fog | |
UNITY_APPLY_FOG(i.fogCoord, col); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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