// 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 } } }