Texture space shader (test/demo).
Posted on 2017-06-11 in unity3d
This is a quick shader made for demonstrating transforms that can be used to render into texture space.
code:
Shader "Unlit/DecalUnwrap"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_decalBlend ("DecalBlend", Range(0.0, 1.0)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal: NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float3 worldPos: TEXCOORD1;
float3 worldNormal: TEXCOORD2;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _decalBlend;
v2f vert (appdata v)
{
v2f o;
o.worldPos = mul(_Object2World, v.vertex).xyz;
float3 curWorldPos = lerp(o.worldPos, float3(v.uv*2.0 - 1.0, 0.0), _decalBlend);
o.vertex = mul(UNITY_MATRIX_VP, float4(curWorldPos, 1.0));
o.worldNormal = mul(_Object2World, float4(v.normal, 0.0)).xyz;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
col.xyz *= i.worldNormal*0.5+0.5;
return col;
}
ENDCG
}
}
}