Shader “PeerPlay/NewImageEffectShader”
{
Properties
{
_MainTex (“Texture”, 2D) = “white” {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
sampler2D _MainTex;
uniform float4 _CamWorldSpace;
uniform float4x4 _CamFrustum, _CamToWorld;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 ray : TEXTCOORD1;
};
v2f vert (appdata v)
{
v2f o;
half index = v.vertex.z;
v.vertex.z = 0;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.ray = _CamFrustum[(int)index].xyz;
o.ray /= abs(o.ray.z);
o.ray = mul(_CamToWorld, o.ray)
return o;
};
fixed4 frag (v2f i) : SV_Target
{
float3 rayDirection = normalize(i.ray.xyz);
float3 rayOrigin = _CamWorldSpace;
return fixed4(rayDirection, 1);
};
ENDCG
}
}
}