70 lines
1.6 KiB
Plaintext
70 lines
1.6 KiB
Plaintext
Shader "Hidden/Griffin/CopyTexture"
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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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_StartUV ("Start UV", Vector) = (0,0,0,0)
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_EndUV ("End UV", Vector) = (1,1,1,1)
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_DefaultColor ("Default Color", Color) = (0,0,0,0)
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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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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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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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _StartUV;
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float4 _EndUV;
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float4 _DefaultColor;
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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(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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float2 TransformUV(float2 uv)
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{
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return lerp(_StartUV, _EndUV, uv);
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}
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float IsInRange01(float2 uv)
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{
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return uv.x>=0 && uv.x<=1 && uv.y>=0 && uv.y<=1;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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float2 transformedUV = TransformUV(i.uv);
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float4 texColor = tex2D(_MainTex, transformedUV);
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float inRange = IsInRange01(transformedUV);
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float4 result = texColor*inRange + _DefaultColor*(1-inRange);
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return result;
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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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