Heroes_of_Hiis/Assets/Polaris - Low Poly Ecosystem/Jupiter - Procedural Sky/Runtime/Shaders/Internal/CopyTexture.shader

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Shader "Hidden/Griffin/CopyTexture"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_StartUV ("Start UV", Vector) = (0,0,0,0)
_EndUV ("End UV", Vector) = (1,1,1,1)
_DefaultColor ("Default Color", Color) = (0,0,0,0)
}
SubShader
{
Tags { "RenderType"="Opaque" }
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;
float4 _StartUV;
float4 _EndUV;
float4 _DefaultColor;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float2 TransformUV(float2 uv)
{
return lerp(_StartUV, _EndUV, uv);
}
float IsInRange01(float2 uv)
{
return uv.x>=0 && uv.x<=1 && uv.y>=0 && uv.y<=1;
}
fixed4 frag (v2f i) : SV_Target
{
float2 transformedUV = TransformUV(i.uv);
float4 texColor = tex2D(_MainTex, transformedUV);
float inRange = IsInRange01(transformedUV);
float4 result = texColor*inRange + _DefaultColor*(1-inRange);
return result;
}
ENDCG
}
}
}