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May 19th, 2019
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  1. Shader "Debug/Espejo"
  2.  
  3. {
  4. Properties
  5. {
  6. _MainTex ("", 2D) = "white" {}
  7. _colorBase ("color Base", Color) = (1,1,1,1)
  8. _colorEspejo ("color Espejo", Color) = (1,1,1,1)
  9.  
  10. [HideInInspector] _ReflectionTex ("", 2D) = "white" {}
  11. }
  12. SubShader
  13. {
  14. Tags { "RenderType"="Opaque" }
  15. LOD 100
  16.  
  17. Pass {
  18. CGPROGRAM
  19. #pragma vertex vert
  20. #pragma fragment frag
  21. #include "UnityCG.cginc"
  22.  
  23. struct v2f
  24. {
  25. float2 uv : TEXCOORD0;
  26. float4 espejo : TEXCOORD1;
  27. float4 pos : SV_POSITION;
  28. };
  29.  
  30. float4 _MainTex_ST;
  31. fixed4 _colorBase;
  32. fixed4 _colorEspejo;
  33.  
  34. v2f vert(float4 pos : POSITION, float2 uv : TEXCOORD0)
  35. {
  36. v2f o;
  37. o.pos = UnityObjectToClipPos (pos);
  38. o.uv = TRANSFORM_TEX(uv, _MainTex);
  39. o.espejo = ComputeScreenPos (o.pos);
  40. return o;
  41. }
  42.  
  43. sampler2D _MainTex;
  44. sampler2D _ReflectionTex;
  45.  
  46. fixed4 frag(v2f i) : SV_Target
  47. {
  48. return (tex2D(_MainTex, i.uv) * _colorBase * _colorBase.a) + (tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(i.espejo)) * _colorEspejo * _colorEspejo.a);
  49. }
  50.  
  51. ENDCG
  52. }
  53. }
  54. }
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