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