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October 12, 2017 09:08
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,80 @@ Shader "Distort/CornerPin" { Properties{ _MainTex("Base (RGB)", 2D) = "white" {} _DLx("Down Left x", Range(-2.0,2.0)) = 0 _DLy("Down Left y", Range(-2.0,2.0)) = 0 _DRx("Down Right x", Range(-2.0,2.0)) = 0 _DRy("Down Right y", Range(-2.0,2.0)) = 0 _TLx("Top Left x", Range(-2.0,2.0)) = 0 _TLy("Top Left y", Range(-2.0,2.0)) = 0 _TRx("Top Right x", Range(-2.0,2.0)) = 0 _TRy("Top Right y", Range(-2.0,2.0)) = 0 } SubShader{ Pass{ ZTest Always Cull Off ZWrite Off Fog{ Mode off } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" uniform sampler2D _MainTex; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; float _DRx; float _DRy; float _DLx; float _DLy; float _TLx; float _TLy; float _TRx; float _TRy; v2f vert(appdata_img v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; o.pos.x += _DLx*o.uv.x*o.uv.y; o.pos.y += _DLy*o.uv.x*o.uv.y; o.pos.x += _DRx*(1 - o.uv.x)*o.uv.y; o.pos.y += _DRy*(1 - o.uv.x)*o.uv.y; o.pos.x += _TLx*o.uv.x*(1 - o.uv.y); o.pos.y += _TLy*o.uv.x*(1 - o.uv.y); o.pos.x += _TRx*(1 - o.uv.x)*(1 - o.uv.y); o.pos.y += _TRy*(1 - o.uv.x)*(1 - o.uv.y); return o; } float4 frag(v2f i) : SV_Target { return tex2D(_MainTex, i.uv); } ENDCG } } Fallback off }