diff options
Diffstat (limited to 'marching/Assets/Bundle/shaders/sprite_skew.shader')
-rw-r--r-- | marching/Assets/Bundle/shaders/sprite_skew.shader | 97 |
1 files changed, 0 insertions, 97 deletions
diff --git a/marching/Assets/Bundle/shaders/sprite_skew.shader b/marching/Assets/Bundle/shaders/sprite_skew.shader deleted file mode 100644 index 23ff5ac..0000000 --- a/marching/Assets/Bundle/shaders/sprite_skew.shader +++ /dev/null @@ -1,97 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -// Adapted from the built-in Sprites-Default.shader -// You can download the source for the built-in shaders from: -// http://unity3d.com/unity/download/archive - -Shader "UI/SpriteSkewShader" -{ - Properties - { - [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} - _Color("Tint", Color) = (1,1,1,1) - [MaterialToggle] PixelSnap("Pixel snap", Float) = 0 - - _HorizontalSkew("Horizontal Skew", Float) = 0 - _VerticalSkew("Vertical Skew", Float) = 0 - } - - SubShader - { - Tags - { - "Queue" = "Transparent" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - "PreviewType" = "Plane" - "CanUseSpriteAtlas" = "True" - } - - Cull Off - Lighting Off - ZWrite Off - Fog { Mode Off } - Blend One OneMinusSrcAlpha - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma multi_compile DUMMY PIXELSNAP_ON - #include "UnityCG.cginc" - - struct appdata_t - { - float4 vertex : POSITION; - float4 color : COLOR; - float2 texcoord : TEXCOORD0; - }; - - struct v2f - { - float4 vertex : SV_POSITION; - fixed4 color : COLOR; - half2 texcoord : TEXCOORD0; - }; - - sampler2D _MainTex; - fixed4 _Color; - float _HorizontalSkew; - float _VerticalSkew; - - v2f vert(appdata_t IN) - { - v2f OUT; - OUT.texcoord = IN.texcoord; - OUT.color = IN.color * _Color; - - // Create a skew transformation matrix - float h = _HorizontalSkew; - float v = _VerticalSkew; - float4x4 transformMatrix = float4x4( - 1,h,0,0, - v,1,0,0, - 0,0,1,0, - 0,0,0,1); - - float4 skewedVertex = mul(transformMatrix, IN.vertex); - OUT.vertex = UnityObjectToClipPos(skewedVertex); - - #ifdef PIXELSNAP_ON - OUT.vertex = UnityPixelSnap(OUT.vertex); - #endif - - return OUT; - } - - fixed4 frag(v2f IN) : SV_Target - { - fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color; - c.rgb *= c.a; - return c; - } - ENDCG - } - } -}
\ No newline at end of file |