Shader "Unlit/Mirror"
{
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;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed GetMask(fixed2 uv){
return step(uv.x,0)*step(uv.y,0);
}
fixed4 frag (v2f i) : SV_Target
{
fixed2 uv = (i.uv*2.0+-1.0).rg;
fixed UpRight = GetMask(float2(uv.x,uv.y));
fixed UpLeft = GetMask(float2(-uv.x,uv.y));
fixed DownLeft = GetMask(float2(-uv.x,-uv.y));
fixed DownRight = GetMask(float2(uv.x,-uv.y));
// sample the texture
fixed4 UpRightTex = tex2D(_MainTex, float2(uv.x,uv.y))*UpRight;
fixed4 UpLeftTex = tex2D(_MainTex, float2(-uv.x,uv.y))*UpLeft;
fixed4 DownLeftTex = tex2D(_MainTex, float2(-uv.x,-uv.y))*DownLeft;
fixed4 DownRightTex = tex2D(_MainTex, float2(uv.x,-uv.y))*DownRight;
fixed4 result = max(max(UpRightTex,UpLeftTex),max(DownLeftTex,DownRightTex));
return result;
}
ENDCG
}
}
}