habituellement coordonnées uv utilisées pour uvmapping mais ici Au lieu d'utiliser la position d'utilisation uvcoordinate!
Shader "Custom/ViewMode1"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Color ("_Color", Color) = (1,1,1,1)
_Size("Size",Vector) = (1,1,1,1)
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"}
ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
half2 texcoord : TEXCOORD0;
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
};
sampler2D _MainTex;
fixed4 _Color;
float _Speed;
float4 _Size;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
float4 frag (v2f i) : COLOR
{
float2 screen = i.vertex.xy/_ScreenParams.xy;
float4 tex = tex2D(_MainTex, screen /_Size)*i.color;
return tex*_Color;
}
ENDCG
}
}
}
vous pouvez également utiliser Tex2Dproj
essayez ceci:
Shader "Custom/ViewMode2"
{
Properties{
_MainTex("MainTex",2D) = "white"{}
_Scale("Scale",Vector) = (1,1,1,1)
}
SubShader
{
// Draw ourselves after all opaque geometry
Tags{ "Queue" = "Transparent" }
// Grab the screen behind the object into _BackgroundTexture
GrabPass
{
"_BackgroundTexture"
}
Blend SrcAlpha OneMinusSrcAlpha
// Render the object with the texture generated above, and invert the colors
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 grabPos : TEXCOORD0;
float4 pos : SV_POSITION;
};
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _Scale;
v2f vert(appdata v) {
v2f o;
// use UnityObjectToClipPos from UnityCG.cginc to calculate
// the clip-space of the vertex
o.pos = UnityObjectToClipPos(v.vertex);
// use ComputeGrabScreenPos function from UnityCG.cginc
// to get the correct texture coordinate
o.grabPos = ComputeGrabScreenPos(o.pos);
return o;
}
sampler2D _BackgroundTexture;
half4 frag(v2f i) : SV_Target
{
half4 bgcolor = tex2Dproj(_MainTex, i.grabPos/_Scale);
return bgcolor;
}
ENDCG
}
}
}
Shader "Smkgames/Particles/OriginalSin" {
Properties {
_MainTex ("Particle Texture", 2D) = "white" {}
_BackGround("BackGround",2D) = "white"{}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
_Scale("Scale",Vector) = (1,1,1,1)
_Hue ("Hue", Range(0, 1.0)) = 0
_Saturation ("Saturation", Range(0, 1.0)) = 0.5
_Brightness ("Brightness", Range(0, 1.0)) = 0.5
_Contrast ("Contrast", Range(0, 1.0)) = 0.5
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend One OneMinusSrcColor
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
GrabPass
{
"_BackgroundTexture"
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D _MainTex,_BackGround;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 grabPos : TEXCOORD3;
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
fixed4 hsbc : COLOR1;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
};
float4 _MainTex_ST;
float4 _Scale;
//__________Hue Saturation Brightness Contrast___________
fixed _Hue, _Saturation, _Brightness, _Contrast;
inline float3 applyHue(float3 aColor, float aHue)
{
float angle = radians(aHue);
float3 k = float3(0.57735, 0.57735, 0.57735);
float cosAngle = cos(angle);
return aColor * cosAngle + cross(k, aColor) * sin(angle) + k * dot(k, aColor) * (1 - cosAngle);
}
inline float4 applyHSBCEffect(float4 startColor, fixed4 hsbc)
{
float hue = 360 * hsbc.r;
float saturation = hsbc.g * 2;
float brightness = hsbc.b * 2 - 1;
float contrast = hsbc.a * 2;
float4 outputColor = startColor;
outputColor.rgb = applyHue(outputColor.rgb, hue);
outputColor.rgb = (outputColor.rgb - 0.5f) * contrast + 0.5f;
outputColor.rgb = outputColor.rgb + brightness;
float3 intensity = dot(outputColor.rgb, float3(0.39, 0.59, 0.11));
outputColor.rgb = lerp(intensity, outputColor.rgb, saturation);
return outputColor;
}
//_______________________________________________________________________
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
o.grabPos = ComputeGrabScreenPos(o.vertex);
o.hsbc = fixed4(_Hue, _Saturation, _Brightness, _Contrast);
return o;
}
sampler2D_float _CameraDepthTexture;
float _InvFade;
fixed4 frag (v2f i) : SV_Target
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
half4 col = i.color * tex2D(_MainTex, i.texcoord);
col.rgb *= col.a;
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
half4 bgcolor = tex2Dproj(_BackGround, i.grabPos/_Scale);
float4 hsbcColor = applyHSBCEffect(bgcolor, i.hsbc);
hsbcColor.rgb *= col.a;
return hsbcColor;
}
ENDCG
}
}
}
}