63 lines
1.4 KiB
Plaintext
63 lines
1.4 KiB
Plaintext
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Shader "Hidden/ScreenPosInputsNode"
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{
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SubShader
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{
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CGINCLUDE
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#include "UnityCG.cginc"
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inline float4 PrevComputeNonStereoScreenPos (float4 pos) {
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float4 o = pos * 0.5f;
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o.xy = float2(o.x, o.y*_ProjectionParams.x) + o.w;
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o.zw = pos.zw;
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return o;
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}
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inline float4 CalculateScreenPos (float2 uv)
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{
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float2 xy = 2 * uv - 1;
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float z = -sqrt (1 - saturate (dot (xy,xy)));
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float3 vertexPos = float3(xy, z);
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float4x4 P = float4x4(1,0,0,0,0,-1,0,0,0,0,1,0,0,0,0,1); //UNITY_MATRIX_P
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float4x4 V = UNITY_MATRIX_V;//float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1); //UNITY_MATRIX_V
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float4x4 M = unity_ObjectToWorld;//float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1); //unity_ObjectToWorld
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float4x4 VPmatrix = mul (P, V);
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float4 clipPos = mul (VPmatrix, mul (M, float4(vertexPos, 1.0))); //same as object to clip pos
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float4 screenPos = ComputeScreenPos (clipPos);
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return screenPos;
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}
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ENDCG
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//Normalized
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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float4 frag( v2f_img i ) : SV_Target
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{
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return CalculateScreenPos(i.uv);
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}
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ENDCG
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}
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//Screen
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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uniform float4 _ASEPreviewSize;
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float4 frag (v2f_img i) : SV_Target
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{
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float4 screenPos = CalculateScreenPos (i.uv);
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screenPos.xy *= _ASEPreviewSize.xy;
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return screenPos;
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}
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ENDCG
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}
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}
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}
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