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ZoomShader.shader
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71 lines (60 loc) · 1.85 KB
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Shader "Unlit/ZoomShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Zoom ("Zoom", Range(0,1)) = 0
_Color ("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Zoom;
fixed4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
float u = ceil(i.uv.x) * 0.5; // use ceil to round up uv
float v = ceil(i.uv.y) * 0.5; // multiply by 0.5 to get the zoom effect from center
float uLerp = lerp(i.uv.x, u, _Zoom); // lerp between the original uv and the rounded uv
float vLerp = lerp(i.uv.y, v, _Zoom);
fixed4 col = tex2D(_MainTex, float2(uLerp, vLerp));
col *= _Color;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}