45 lines
1.2 KiB
Plaintext
45 lines
1.2 KiB
Plaintext
Shader "Hidden/FlipBlit"
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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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_FlipX ("Flip X", Float) = 0
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_FlipY ("Flip Y", Float) = 0
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}
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SubShader
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{
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Pass
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{
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ZTest Always Cull Off ZWrite Off
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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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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _FlipX;
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float _FlipY;
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struct appdata_t { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
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struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; };
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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.uv = TRANSFORM_TEX(v.uv, _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 uv = i.uv;
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if (_FlipX > 0.5) uv.x = 1.0 - uv.x;
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if (_FlipY > 0.5) uv.y = 1.0 - uv.y;
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return tex2D(_MainTex, uv);
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}
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ENDCG
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}
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}
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} |