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46 lines (39 loc) · 983 Bytes
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FlipMirror.shader
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46 lines (39 loc) · 983 Bytes
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "PopUnityCommon/FlipMirror" {
Properties {
_MainTex ("_MainTex", 2D) = "white" {}
Flip("Flip", Int ) = 0
Mirror("Mirror", Int ) = 0
}
SubShader {
pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct VertexInput {
float4 Position : POSITION;
float2 uv_MainTex : TEXCOORD0;
};
struct FragInput {
float4 Position : SV_POSITION;
float2 uv_MainTex : TEXCOORD0;
};
sampler2D _MainTex; // new lum
int Flip;
int Mirror;
FragInput vert(VertexInput In) {
FragInput Out;
Out.Position = UnityObjectToClipPos (In.Position );
Out.uv_MainTex.y = Flip ? 1.0f - In.uv_MainTex.y : In.uv_MainTex.y;
Out.uv_MainTex.x = Mirror ? 1.0f - In.uv_MainTex.x : In.uv_MainTex.x;
return Out;
}
float4 frag(FragInput In) : SV_Target
{
return tex2D( _MainTex, In.uv_MainTex );
}
ENDCG
}
}
}