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 } } }