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shader "unlit/render_reflect"
{
 properties
 {
 _maintex ("texture", 2d)="white" {}
 }
 subshader
 {
 tags {"queue"="transparent" "rendertype"="opaque"}
 lod 100
 grabpass {"_ screentex"}
 pass
 {
  cgprogram
  #pragma vertex vert
  #pragma fragment frag
  //make fog work
  #pragma multi_compile_fog
  #include "unitycg.cginc"
#include "lighting.cginc"
#include "autolight.cginc"
  struct appdata
  {
  float4 vertex:position;
  float2 uv:texcoord0;
  };
  struct v2f
  {
  float4 uv:texcoord0;
  float2 uv2:texcoord1;
  float4 vertex:sv_position;
  };
  sampler2d _maintex;
  float4 _maintex_st;
  sampler2d _screentex;
  v2f vert (appdata v)
  {
  v2f o;
  o.vertex=unityobjecttoclippos (v.vertex);
  o.uv2=transform_tex (v.uv, _maintex);
  o.uv=computegrabscreenpos (o.vertex);
  //o.uv.x=1-o.uv.x;
  return o;
  }
  fixed4 frag (v2f i):sv_target
  {
  //sample the texture
  i.uv.xy +=float2 (0.1,0.1);
  fixed4 fra=tex2d (_screentex, i.uv.xy/i.uv.w);
  fixed4 fle=tex2d (_maintex, i.uv2);
  //apply fog
  return lerp (fra, fle, 0.2);
  }
  endcg
 }
 }
}
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