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2025-01-25 04:38:09 +08:00
Shader "Hidden/UvUnwrap"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Cull Off
ZWrite On
ZTest LEqual
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 normal : TEXCOORD0;
};
v2f vert (appdata v)
{
v2f o;
float uvx = frac(v.uv.x);
float uvy = frac(v.uv.y);
o.vertex = float4(float2(uvx, 1 - uvy) * 2 - 1, 0, 1);
o.normal = normalize(v.normal);
return o;
}
float4 frag(v2f i) : SV_Target
{
return float4(i.normal.xy*0.5+0.5, 1, 1);
}
ENDCG
}
}
}