ShaderForge - 纹理水平&垂直翻转

shaderforge图:

ShaderForge - 纹理水平&垂直翻转_第1张图片

shaderforge代码:

// Shader created with Shader Forge v1.38 
// Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,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,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,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,atwp: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,fsmp:False;n:type:ShaderForge.SFN_Final,id:9361,x:33450,y:32452,varname:node_9361,prsc:2|custl-441-RGB,alpha-441-A;n:type:ShaderForge.SFN_TexCoord,id:612,x:32347,y:32627,varname:node_612,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_RemapRange,id:8562,x:32590,y:32509,varname:node_8562,prsc:2,frmn:0,frmx:1,tomn:1,tomx:0|IN-612-U;n:type:ShaderForge.SFN_RemapRange,id:419,x:32590,y:32768,varname:node_419,prsc:2,frmn:0,frmx:1,tomn:1,tomx:0|IN-612-V;n:type:ShaderForge.SFN_SwitchProperty,id:3097,x:32827,y:32531,ptovrint:False,ptlb:horizontal,ptin:_horizontal,cmnt:水平翻转,varname:node_3097,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,on:True|A-612-U,B-8562-OUT;n:type:ShaderForge.SFN_SwitchProperty,id:6452,x:32829,y:32739,ptovrint:False,ptlb:vertical,ptin:_vertical,cmnt:垂直翻转,varname:_node_3097_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,on:False|A-612-V,B-419-OUT;n:type:ShaderForge.SFN_Append,id:6869,x:33048,y:32628,varname:node_6869,prsc:2|A-3097-OUT,B-6452-OUT;n:type:ShaderForge.SFN_Tex2d,id:441,x:33242,y:32627,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:node_441,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:aa762ee7680f35f4fb9a9210fa94ce61,ntxv:0,isnm:False|UVIN-6869-OUT;proporder:3097-6452-441;pass:END;sub:END;*/

Shader "SF/FilpTexture" {
    Properties {
        [MaterialToggle] _horizontal ("horizontal", Float ) = 1
        [MaterialToggle] _vertical ("vertical", Float ) = 0
        _MainTex ("MainTex", 2D) = "white" {}
        [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
    }
    SubShader {
        Tags {
            "IgnoreProjector"="True"
            "Queue"="Transparent"
            "RenderType"="Transparent"
        }
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            Blend SrcAlpha OneMinusSrcAlpha
            ZWrite Off
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #include "UnityCG.cginc"
            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform fixed _horizontal;
            uniform fixed _vertical;
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            struct VertexInput {
                float4 vertex : POSITION;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                UNITY_FOG_COORDS(1)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.pos = UnityObjectToClipPos( v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                return o;
            }
            float4 frag(VertexOutput i) : COLOR {
////// Lighting:
                float2 node_6869 = float2(lerp( i.uv0.r, (i.uv0.r*-1.0+1.0), _horizontal ),lerp( i.uv0.g, (i.uv0.g*-1.0+1.0), _vertical ));
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_6869, _MainTex));
                float3 finalColor = _MainTex_var.rgb;
                fixed4 finalRGBA = fixed4(finalColor,_MainTex_var.a);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
    CustomEditor "ShaderForgeMaterialInspector"
}

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