Created
December 28, 2020 19:16
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Shader "Unlit/SparkleMaterial" | |
{ | |
//this will display a texture centred at the 0.5,0.5 point in the uvs of the mesh but scaled and rotated to match the screen | |
//_ImageSize sets the size of the texture in pixels | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_ImageSize("Image Size", float) = 30 | |
} | |
SubShader | |
{ | |
Tags { | |
"RenderType"="Transparent" | |
"Queue" = "Transparent" | |
} | |
LOD 100 | |
Blend One One | |
Cull Off | |
ZWrite Off | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
float _ImageSize; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed2 deltaY = ddy(i.uv); | |
fixed2 deltaX = ddx(i.uv); | |
fixed2 iuv = i.uv - 0.5; | |
fixed a = (iuv.y * deltaY.x - iuv.x * deltaY.y) / (deltaX.y*deltaY.x - deltaX.x * deltaY.y); | |
fixed b = (iuv.x * deltaX.y - iuv.y * deltaX.x) / (deltaX.y*deltaY.x - deltaX.x * deltaY.y); | |
fixed4 col = tex2D(_MainTex, fixed2(a,b)/ _ImageSize +0.5); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
FallBack "Particles/Additive" | |
} |
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