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62 lines
1.2 KiB
62 lines
1.2 KiB
1 year ago
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Shader "Kinect/TransformTexShader"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Cull Off
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ZWrite Off
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ZTest LEqual
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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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uniform float4x4 _TransformMat;
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uniform float4 _TexST; // _MainTex_ST;
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(mul(_TransformMat, v.vertex));
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o.uv = v.uv * _TexST.xy + _TexST.zw;
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return o;
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}
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sampler2D _MainTex;
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fixed4 frag (v2f i) : SV_Target
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{
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if(i.uv.x < 0 || i.uv.x > 1 || i.uv.y < 0 || i.uv.y > 1)
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return fixed4(0, 0, 0, 0);
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return tex2D(_MainTex, i.uv);
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}
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ENDCG
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}
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}
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}
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