Search code examples
unity-game-engineshaderhlsl

How do I create a shader in unity like explained below?


enter image description here

I want to create a shader for unity where the diffuse texture will be applied on the plane as shown in the image.

right now I am able to divide the texture in four parts over the plane like shown belowenter image description here

using this code

Shader "Custom/bookshader" {
Properties {
    _Color ("Color", Color) = (1,1,1,1)
    _MainTex ("Albedo (RGB)", 2D) = "white" {}
    _Glossiness ("Smoothness", Range(0,1)) = 0.5
    _Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
    Tags { "RenderType"="Opaque" }
    LOD 200

    CGPROGRAM
    // Physically based Standard lighting model, and enable shadows on all light types
    #pragma surface surf Standard fullforwardshadows

    // Use shader model 3.0 target, to get nicer looking lighting
    #pragma target 3.0

    sampler2D _MainTex;

    struct Input {
        float2 uv_MainTex;
    };

    half _Glossiness;
    half _Metallic;
    fixed4 _Color;

    // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
    // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
    // #pragma instancing_options assumeuniformscaling
    UNITY_INSTANCING_CBUFFER_START(Props)
        // put more per-instance properties here
    UNITY_INSTANCING_CBUFFER_END

    void surf (Input IN, inout SurfaceOutputStandard o) {
        // Albedo comes from a texture tinted by color
        fixed4 c = tex2D (_MainTex, float2(IN.uv_MainTex.x*2, IN.uv_MainTex.y*2)) * _Color;
        o.Albedo = c.rgb;
        // Metallic and smoothness come from slider variables
        o.Metallic = _Metallic;
        o.Smoothness = _Glossiness;
        o.Alpha = c.a;
    }
    ENDCG
}
FallBack "Diffuse"
}

Solution

  • Mirror

    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
            }
        }
    }