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Copy pathDewarpnetShader.shader
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DewarpnetShader.shader
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Shader "Ailia/DewarpnetShader"
{
SubShader
{
Offset 0, -1
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
sampler2D _uvTex;
float blendFlag;
float mainVFlip;
float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv.y = mainVFlip + o.uv.y - 2 * mainVFlip * o.uv.y;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 uvTex = tex2D(_uvTex, i.uv);
uvTex.y = 1 - uvTex.y;
fixed4 col = tex2D(_MainTex, uvTex);
fixed4 col_original = tex2D(_MainTex, float2(i.uv.x, 1 - i.uv.y));
return col * blendFlag + (1 - blendFlag) * col_original;
}
ENDCG
}
}
}