avatar/Assets/VRCSDK/Sample Assets/Shaders/Mirror.shader
2022-09-27 20:47:45 -07:00

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "FX/MirrorReflection"
{
Properties
{
_MainTex("Base (RGB)", 2D) = "white" {}
[HideInInspector] _ReflectionTex0("", 2D) = "white" {}
[HideInInspector] _ReflectionTex1("", 2D) = "white" {}
}
SubShader
{
Tags{ "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityInstancing.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _ReflectionTex0;
sampler2D _ReflectionTex1;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 refl : TEXCOORD1;
float4 pos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.refl = ComputeNonStereoScreenPos(o.pos);
return o;
}
half4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
half4 tex = tex2D(_MainTex, i.uv);
half4 refl = unity_StereoEyeIndex == 0 ? tex2Dproj(_ReflectionTex0, UNITY_PROJ_COORD(i.refl)) : tex2Dproj(_ReflectionTex1, UNITY_PROJ_COORD(i.refl));
return tex * refl;
}
ENDCG
}
}
}