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A Shader to make everything cruved in Unity3D
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Shader "Platogo/Curved" { | |
Properties { | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
_QOffset ("Offset", Vector) = (0,0,0,0) | |
_Dist ("Distance", Float) = 100.0 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
Pass | |
{ | |
Lighting Off | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
sampler2D _MainTex; | |
float4 _QOffset; | |
float _Dist; | |
uniform float4 _MainTex_ST; | |
struct v2f { | |
float4 pos : SV_POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
v2f vert (appdata_base v) | |
{ | |
v2f o; | |
float4 vPos = mul (UNITY_MATRIX_MV, v.vertex); | |
float zOff = vPos.z/_Dist; | |
vPos += _QOffset*zOff*zOff; | |
o.pos = mul (UNITY_MATRIX_P, vPos); | |
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); | |
return o; | |
} | |
half4 frag (v2f i) : COLOR | |
{ | |
return tex2D(_MainTex, i.uv); | |
} | |
ENDCG | |
} | |
} | |
FallBack "Mobil/Unlit" | |
} |
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Shader "Platogo/CurvedAlpha" { | |
Properties { | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
_QOffset ("Offset", Vector) = (0,0,0,0) | |
_Dist ("Distance", Float) = 100.0 | |
_Alpha ("Alpha", Range(0.0,1.0)) = 1.0 | |
} | |
SubShader { | |
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} | |
LOD 100 | |
ZWrite On | |
Blend SrcAlpha OneMinusSrcAlpha | |
Pass | |
{ | |
Lighting Off | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
sampler2D _MainTex; | |
float4 _QOffset; | |
float _Dist; | |
float _Alpha; | |
uniform float4 _MainTex_ST; | |
struct v2f { | |
float4 pos : SV_POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
v2f vert (appdata_base v) | |
{ | |
v2f o; | |
float4 vPos = mul (UNITY_MATRIX_MV, v.vertex); | |
float zOff = vPos.z/_Dist; | |
vPos += _QOffset*zOff*zOff; | |
o.pos = mul (UNITY_MATRIX_P, vPos); | |
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); | |
return o; | |
} | |
half4 frag (v2f i) : COLOR | |
{ | |
return tex2D(_MainTex, i.uv) * float4(1,1,1,_Alpha); | |
} | |
ENDCG | |
} | |
} | |
FallBack "Platogo/Unlit Texture Alpha" | |
} |
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Shader "Platogo/Curved 2 Texture Blend" { | |
Properties { | |
_Blend ("Blend", Range (0, 1)) = 0.5 | |
_MainTex ("Base (RGB)", 2D) = "white" | |
_BlendTex ("Blend (RGB)", 2D) = "black" | |
_QOffset ("Offset", Vector) = (0,0,0,0) | |
_Dist ("Distance", Float) = 100.0 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
Pass | |
{ | |
Lighting Off | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
sampler2D _MainTex; | |
sampler2D _BlendTex; | |
float4 _QOffset; | |
float _Dist; | |
float _Blend; | |
uniform float4 _MainTex_ST; | |
struct v2f { | |
float4 pos : SV_POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
v2f vert (appdata_base v) | |
{ | |
v2f o; | |
float4 vPos = mul (UNITY_MATRIX_MV, v.vertex); | |
float zOff = vPos.z/_Dist; | |
vPos += _QOffset*zOff*zOff; | |
o.pos = mul (UNITY_MATRIX_P, vPos); | |
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); | |
return o; | |
} | |
half4 frag (v2f i) : COLOR | |
{ | |
return lerp( tex2D(_MainTex, i.uv), tex2D(_BlendTex, i.uv), _Blend); | |
} | |
ENDCG | |
} | |
} | |
FallBack "Mobil/Unlit" | |
} |
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