InsideSphere.shader 1.3 KB
Shader "Unlit/InsideSphere"
{
    Properties
    {
        // we have removed support for texture tiling/offset,
        // so make them not be displayed in material inspector
        _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader
    {
		Cull Off

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
			#include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION; // vertex position
                float2 uv : TEXCOORD0; // texture coordinate
            };

            struct v2f
            {
                float2 uv : TEXCOORD0; // texture coordinate
                float4 vertex : SV_POSITION; // clip space position
            };

			uniform float4 _MainTex_ST;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);                
				o.uv.xy = TRANSFORM_TEX(float2(1-v.uv.x, v.uv.y), _MainTex);

                return o;
            }
            
            sampler2D _MainTex;

            fixed4 frag (v2f i) : SV_Target
            {
                // sample texture and return it
                fixed4 col = tex2D(_MainTex, i.uv);
                return col;
            }
            ENDCG
        }
    }
}