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67 lines
1.2 KiB
67 lines
1.2 KiB
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "UMP/QuadrantCanvas(Gamma)"
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{
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Properties
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{
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_MainTex ("Video Texture", 2D) = "white" {}
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_Color("Tint", Color) = (1, 1, 1, 1)
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_XCoord("X Coord", Float) = 0.5
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_YCoord("Y Coord", Float) = 0.5
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"RenderType"="Transparent"
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}
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Cull Off
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Lighting Off
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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half2 texcoord : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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float _XCoord;
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float _YCoord;
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v2f vert(appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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float2 tex = float2(i.texcoord.x * -_XCoord, i.texcoord.y * _YCoord + _YCoord);
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return tex2D(_MainTex, tex) * _Color;
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}
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ENDCG
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}
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}
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} |