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- Shader "NibiruXR/FlipY"
- {
- Properties
- {
- [KeywordEnum(Left, Right)] _EyeType("Eye", int) = 1
- _MainTex("Texture", 2D) = "white" {}
- }
- SubShader
- {
- // No culling or depth
- Cull Off ZWrite Off ZTest Always
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- int _EyeType;
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 vertex : SV_POSITION;
- };
- v2f vert(appdata v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- // -1,1 => -1,0
- if (_EyeType == 0) {
- o.vertex.x = o.vertex.x * 0.5f - 0.5f;
- }
- // -1,1 => 0,1
- if (_EyeType == 1) {
- o.vertex.x = o.vertex.x * 0.5f + 0.5f;
- }
- o.uv = v.uv;
- return o;
- }
- sampler2D _MainTex;
- fixed4 frag(v2f i) : SV_Target
- {
- i.uv.x = i.uv.x;
- if (_EyeType == 0) {
- i.uv.x = i.uv.x * 0.5f;
- }
- if (_EyeType == 1) {
- i.uv.x = i.uv.x * 0.5f + 0.5f;
- }
- i.uv.y = 1.0 - i.uv.y;
- fixed4 col = tex2D(_MainTex, i.uv);
- return col;
- }
- ENDCG
- }
- }
- }
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