Created
December 10, 2018 23:53
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Shader "PositionMapper" { | |
Properties { | |
_MainTex ("Texture", 2D) = "white" {} | |
_FactorX ("Object width scale factor (X)", Float) = 1.0 | |
_FactorY ("Object height scale factor (Y)", Float) = 1.0 | |
_FactorZ ("Object depth scale factor (Z)", Float) = 1.0 | |
} | |
SubShader { | |
ColorMask RGBA | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
struct appdata { | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f { | |
float2 uv : TEXCOORD0; // texture coordinate | |
float4 vertex : SV_POSITION; // clip space position | |
float4 pos : TEXCOORD1; | |
}; | |
sampler2D _MainTex; | |
float _FactorX; | |
float _FactorY; | |
float _FactorZ; | |
v2f vert (appdata v) { | |
v2f o; | |
o.pos = v.vertex * float4(_FactorX, _FactorY, _FactorZ, 1.0); | |
v.vertex = mul(unity_WorldToObject, float4(v.uv, 0.0, 1.0)); | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = v.uv; | |
return o; | |
} | |
float4 frag (v2f i) : SV_Target { | |
float4 col = i.pos; | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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