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- Shader "Custom/BezierCurve"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _ControlPoint ("Control point", vector) = (1, 1, 1, 1)
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct v2f
- {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float4 _ControlPoint;
- v2f vert (appdata_base v)
- {
- v2f o;
- float3 begin = float3(-0.5, v.vertex.y, v.vertex.z);
- float3 end = float3(0.5, v.vertex.y, v.vertex.z);
- float vertX = v.vertex.x + 0.5;
- v.vertex.xyz = (1 - vertX) * (1 - vertX) * begin.xyz
- + 2.0 * (1 - vertX) * vertX * _ControlPoint.xyz;
- + vertX * vertX * end.xyz;
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
- o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- return tex2D(_MainTex, i.uv);
- }
- ENDCG
- }
- }
- }
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