InsideSphere.shader
1.3 KB
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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
}
}
}