48 lines
1.2 KiB
HLSL
48 lines
1.2 KiB
HLSL
// Shapes © Freya Holmér - https://twitter.com/FreyaHolmer/
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// Website & Documentation - https://acegikmo.com/shapes/
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#include "UnityCG.cginc"
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#include "../Shapes.cginc"
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#pragma target 3.0
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// no instancing for textures anyway
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sampler2D _MainTex;
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half4 _Color;
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half4 _Rect; // xy = pos, zw = size
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half4 _Uvs; // xy = pos, zw = size
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struct VertexInput {
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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half2 uv : TEXCOORD1;
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UNITY_FOG_COORDS(2)
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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inline half2 UvToRect(half2 uv01, half4 rect) {
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return rect.xy + uv01*rect.zw;
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}
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VertexOutput vert(VertexInput v) {
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UNITY_SETUP_INSTANCE_ID(v);
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VertexOutput o = (VertexOutput)0;
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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half2 uv01 = v.vertex.xy*0.5+0.5;
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o.uv = UvToRect( uv01, _Uvs );
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v.vertex.xy = UvToRect( uv01, _Rect );
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o.pos = UnityObjectToClipPos(v.vertex);
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UNITY_TRANSFER_FOG(o,o.pos);
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return o;
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}
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FRAG_OUTPUT_V4 frag(VertexOutput i) : SV_Target {
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UNITY_SETUP_INSTANCE_ID(i);
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half4 shape_color = tex2D(_MainTex, i.uv) * _Color;
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return SHAPES_OUTPUT(shape_color, 1, i);
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}
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