Shader "Unlit/WorldShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Bounds("Bounds", Vector) = (0,0,0,0)
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" "IgnoreProjector"="True" }
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float2 screenPos : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Bounds;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
o.screenPos = ComputeScreenPos(o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
//fixed4 col = tex2D(_MainTex, (i.screenPos.xy - _Bounds.xy) / _Bounds.zw);
//fixed4 col = half4(half2((i.screenPos.xy - _Bounds.xy) / _Bounds.zw), 0, 1);
fixed4 col = tex2D(_MainTex, (i.screenPos.xy - _Bounds.xy) / _Bounds.zw);
//float xVal = (i.screenPos.x - _Bounds.x) / _Bounds.z;
//float xVal = i.screenPos.x;
//fixed4 col = half4(half3(xVal, xVal, xVal), 1);
// apply fog
//UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}