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@hecomi
Created July 5, 2015 15:54
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ビューポートを変形させようとして失敗したヤツ
Shader "Custom/UvChange" {
Properties {
_MainTex ("", 2D) = "white" {}
}
SubShader {
ZTest Always Cull Off ZWrite Off Fog { Mode Off }
Pass {
// Draw Black
}
Pass {
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment frag
uniform sampler2D _MainTex;
v2f_img vert(appdata_base v) {
v2f_img o;
v.vertex.x += fmod(v.texcoord.x + 1, 2) * fmod(v.texcoord.y + 1, 2) * 0.3;
v.vertex.x -= fmod(v.texcoord.x + 0, 2) * fmod(v.texcoord.y + 1, 2) * 0.3;
v.vertex.x += fmod(v.texcoord.x + 1, 2) * fmod(v.texcoord.y + 0, 2) * 0.1;
v.vertex.x -= fmod(v.texcoord.x + 0, 2) * fmod(v.texcoord.y + 0, 2) * 0.1;
v.vertex.y += fmod(v.texcoord.x + 1, 2) * fmod(v.texcoord.y + 1, 2) * 0.3;
v.vertex.y += fmod(v.texcoord.x + 0, 2) * fmod(v.texcoord.y + 1, 2) * 0.3;
v.vertex.y -= fmod(v.texcoord.x + 1, 2) * fmod(v.texcoord.y + 0, 2) * 0.1;
v.vertex.y -= fmod(v.texcoord.x + 0, 2) * fmod(v.texcoord.y + 0, 2) * 0.1;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord;
return o;
}
half4 frag(v2f_img i) : COLOR {
return tex2D(_MainTex, i.uv);
}
ENDCG
}
}
Fallback "Diffuse"
}
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