Shader "Unlit/IsoShader" { Properties { _MainTex ("Texture", 2D) = "white" {} _CenterPoint ("Object Center", Vector) = (0,0,0,0) _TextureOffset("Texture Offset", Vector) = (0,0,0,0) _TextureScale("Texture Scale", Float) = 1 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; float4 screenPos : TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _MainTex_TexelSize; float4 _CenterPoint; float4 _TextureOffset; float _TextureScale; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.screenPos = ComputeScreenPos(o.vertex) UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, (i.screenPos.xy - _CenterPoint.xy - _TextureOffset.xy * _MainTex_TexelSize.xy) / _TextureScale); // apply fog //UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } }