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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "FX/TransparentMirrorReflection"
- {
- Properties
- {
- _MainTex("Base (RGB)", 2D) = "white" {}
- [HideInInspector] _ReflectionTex0("", 2D) = "white" {}
- [HideInInspector] _ReflectionTex1("", 2D) = "white" {}
- }
- SubShader
- {
- Tags{ "RenderType" = "Transparent" "Queue"="Transparent" }
- LOD 100
- Pass
- {
- Blend SrcAlpha OneMinusSrcAlpha
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- #include "UnityInstancing.cginc"
- sampler2D _MainTex;
- float4 _MainTex_ST;
- sampler2D _ReflectionTex0;
- sampler2D _ReflectionTex1;
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 refl : TEXCOORD1;
- float4 pos : SV_POSITION;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- v2f vert(appdata v)
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_OUTPUT(v2f, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- o.refl = ComputeNonStereoScreenPos(o.pos);
- return o;
- }
- half4 frag(v2f i) : SV_Target
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
- half4 tex = tex2D(_MainTex, i.uv);
- half4 refl = unity_StereoEyeIndex == 0 ? tex2Dproj(_ReflectionTex0, UNITY_PROJ_COORD(i.refl)) : tex2Dproj(_ReflectionTex1, UNITY_PROJ_COORD(i.refl));
- half3 col = (tex * refl).xyz;
- half3 chromakey = half3(0, 1, 0);
- half3 diff = abs(col - chromakey);
- half alpha = step(0.2, dot(diff, diff));
- return half4(col.xyz, alpha);
- }
- ENDCG
- }
- }
- }
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