cvr-props/Assets/ABI.CCK/Shaders/ABI_Mirror.shader

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2023-01-22 16:38:23 +01:00
Shader "FX/MirrorReflection"
{
Properties
{
_MainTex ("_MainTex", 2D) = "white" {}
_ReflectionTexLeft ("_ReflectionTexLeft", 2D) = "white" {}
_ReflectionTexRight ("_ReflectionTexRight", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityInstancing.cginc"
struct v2f
{
float2 uv : TEXCOORD0;
float4 refl : TEXCOORD1;
float4 pos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.refl = ComputeNonStereoScreenPos(o.pos);
return o;
}
sampler2D _MainTex;
sampler2D _ReflectionTexLeft;
sampler2D _ReflectionTexRight;
fixed4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 tex = tex2D(_MainTex, i.uv);
fixed4 refl;
float4 projCoord = UNITY_PROJ_COORD(i.refl);
float2 proj2 = float2(1 - projCoord.x / projCoord.w, projCoord.y / projCoord.w);
if (unity_StereoEyeIndex == 0) refl = tex2D(_ReflectionTexLeft, proj2);
else refl = tex2D(_ReflectionTexRight, proj2);
return tex * refl;
}
ENDCG
}
}
}