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-rw-r--r--marching/Assets/Bundle/shaders/sprite_skew.shader97
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