Unity/shader

스크린 오버레이 샘플

모카쨩 2023. 1. 20. 07:49

 

1:1

 

2:1 크롭

 

 

Shader "Ahzkwid/ScreenOverlay"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            float4 _MainTex_TexelSize;
            

            v2f vert (appdata v)
            {
                v2f o;
				o.uv = float4(TRANSFORM_TEX(v.uv, _MainTex),1,1);
				o.vertex.xy = o.uv;
				o.vertex.xy -= 0.5;
				o.vertex.xy *= 2;
				o.vertex.y = -o.vertex.y;
				o.vertex.zw = 1;

                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                fixed2 uv=i.uv;
                
				float screenWid = _ScreenParams.x / _ScreenParams.y;
				float texelWid = _MainTex_TexelSize.z / _MainTex_TexelSize.w;
                if(screenWid>texelWid)
                {
                    uv.x*=screenWid;
			        uv.x -= screenWid / 2;
			        uv.x += texelWid / 2;
                    uv.x/=texelWid;
                }
                else
                {

				    float screenHei = 1/screenWid;
				    float texelHei = 1/texelWid;

                    uv.y*=screenHei;
			        uv.y -= screenHei / 2;
			        uv.y += texelHei / 2;
                    uv.y/=texelHei;
                }

                fixed4 col = tex2D(_MainTex, uv);
                col.a*=all(uv==saturate(uv));
                return lerp(0,col,col.a);
            }
            ENDCG
        }
    }
}