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Support / Flip Camera?
« on: January 06, 2014, 07:41:18 pm »
The title says it all: any simple way to make the camera be x or y inverted/scaled in negative? Thanks!
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// unlit, vertex colour, alpha blended
// cull off
Shader "tk2d/BlendVertexColorWhite"
{
Properties
{
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
ZWrite Off Lighting Off Cull Off Fog { Mode Off } Blend SrcAlpha OneMinusSrcAlpha
LOD 110
Pass
{
CGPROGRAM
#pragma vertex vert_vct
#pragma fragment frag_mult
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
struct vin_vct
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f_vct
{
float4 vertex : POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
v2f_vct vert_vct(vin_vct v)
{
v2f_vct o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.color = v.color;
o.texcoord = v.texcoord;
return o;
}
fixed4 frag_mult(v2f_vct i) : COLOR
{
fixed4 col = tex2D(_MainTex, i.texcoord);
col.rgb += i.color.rgb;
col.a *= i.color.a;
return col;
}
ENDCG
}
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off Fog { Mode Off }
LOD 100
BindChannels
{
Bind "Vertex", vertex
Bind "TexCoord", texcoord
Bind "Color", color
}
Pass
{
Lighting Off
SetTexture [_MainTex] { combine texture * primary }
}
}
}