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// 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
}
}
}
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