Подскажите пожалуйста, как исправить искажения текстуры.
Синтаксис:
Используется glsl
Shader "Unlit/CylProj"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Fov ("Fov", float) = 45
_FarClip ("FarClip", float) = 100
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Cull Front
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;
float _Fov;
float _FarClip;
v2f vert (appdata v)
{
v2f o;
float4 worldPos = mul(unity_ObjectToWorld, v.vertex);
float distXZ = length(worldPos.xz);
float angleY = atan2(worldPos.z, worldPos.x);
angleY/=UNITY_TWO_PI;
worldPos.x = angleY;
worldPos.z = distXZ;
worldPos.z /= _FarClip;
worldPos.z = 0.5-worldPos.z/2;
// worldPos.y/=10;
// worldPos.y *= -1;
worldPos.y/=(distXZ/_FarClip)*_FarClip*2 * tan(radians(_Fov/2));
worldPos.y*=-1;
worldPos.xyz/=0.5;
o.vertex = worldPos;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float2 uv = i.uv;
fixed4 col = tex2D(_MainTex, uv);
return col;
}
ENDCG
}
}
}
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Fov ("Fov", float) = 45
_FarClip ("FarClip", float) = 100
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Cull Front
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;
float _Fov;
float _FarClip;
v2f vert (appdata v)
{
v2f o;
float4 worldPos = mul(unity_ObjectToWorld, v.vertex);
float distXZ = length(worldPos.xz);
float angleY = atan2(worldPos.z, worldPos.x);
angleY/=UNITY_TWO_PI;
worldPos.x = angleY;
worldPos.z = distXZ;
worldPos.z /= _FarClip;
worldPos.z = 0.5-worldPos.z/2;
// worldPos.y/=10;
// worldPos.y *= -1;
worldPos.y/=(distXZ/_FarClip)*_FarClip*2 * tan(radians(_Fov/2));
worldPos.y*=-1;
worldPos.xyz/=0.5;
o.vertex = worldPos;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float2 uv = i.uv;
fixed4 col = tex2D(_MainTex, uv);
return col;
}
ENDCG
}
}
}