Try this shader i made for you in shaderforge:
(you can find the shader under “Shader Forge/ScreenSpaceProjection”
insert the photo texture into the MainTex slot and assign the material to your scene blocking objects.
// Shader created with Shader Forge v1.32
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.32;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:3138,x:32719,y:32712,varname:node_3138,prsc:2|emission-47-OUT;n:type:ShaderForge.SFN_Color,id:7241,x:32204,y:32707,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_7241,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Tex2d,id:7372,x:32204,y:32918,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:node_7372,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:630f164e44edb4d848a0fc4d010cfb42,ntxv:0,isnm:False|UVIN-7048-UVOUT;n:type:ShaderForge.SFN_ScreenPos,id:7048,x:31883,y:32949,varname:node_7048,prsc:2,sctp:2;n:type:ShaderForge.SFN_Multiply,id:47,x:32416,y:32806,varname:node_47,prsc:2|A-7241-RGB,B-7372-RGB;proporder:7241-7372;pass:END;sub:END;*/
Shader "Shader Forge/ScreenSpaceProjection" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("MainTex", 2D) = "white" {}
}
SubShader {
Tags {
"RenderType"="Opaque"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform float4 _Color;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
struct VertexInput {
float4 vertex : POSITION;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float4 screenPos : TEXCOORD0;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
o.screenPos = o.pos;
return o;
}
float4 frag(VertexOutput i) : COLOR {
#if UNITY_UV_STARTS_AT_TOP
float grabSign = -_ProjectionParams.x;
#else
float grabSign = _ProjectionParams.x;
#endif
i.screenPos = float4( i.screenPos.xy / i.screenPos.w, 0, 0 );
i.screenPos.y *= _ProjectionParams.x;
float2 sceneUVs = float2(1,grabSign)*i.screenPos.xy*0.5+0.5;
////// Lighting:
////// Emissive:
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(sceneUVs.rg, _MainTex));
float3 emissive = (_Color.rgb*_MainTex_var.rgb);
float3 finalColor = emissive;
return fixed4(finalColor,1);
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}