fix text orientation.

This commit is contained in:
hecomi
2016-11-05 22:56:22 +09:00
parent a3a7754fb0
commit 7774290e71
7 changed files with 35 additions and 35 deletions
@@ -17,18 +17,18 @@ struct v2f
struct Input
{
float2 uv_MainTex;
float2 uv_MainTex;
};
float2 uddInvertUV(float2 uv)
{
#ifdef INVERT_X
uv.x = 1.0 - uv.x;
uv.x = 1.0 - uv.x;
#endif
#ifdef INVERT_Y
uv.y = 1.0 - uv.y;
uv.y = 1.0 - uv.y;
#endif
return uv;
return uv;
}
float2 uddRotateUV(float2 uv)
@@ -38,14 +38,14 @@ float2 uddRotateUV(float2 uv)
uv.x = tmp.y;
uv.y = 1.0 - tmp.x;
#elif ROTATE180
uv.x = 1.0 - uv.x;
uv.y = 1.0 - uv.y;
uv.x = 1.0 - uv.x;
uv.y = 1.0 - uv.y;
#elif ROTATE270
float2 tmp = uv;
uv.x = 1.0 - tmp.y;
uv.y = tmp.x;
#endif
return uv;
return uv;
}
inline void uddConvertToLinearIfNeeded(inout fixed3 rgb)
@@ -66,19 +66,19 @@ inline fixed4 uddGetCursorTexture(sampler2D tex, float2 uv, fixed4 cursorPosScal
uv.x = (uv.x - cursorPosScale.x) / cursorPosScale.z;
uv.y = (uv.y - cursorPosScale.y) / cursorPosScale.w;
fixed4 c = tex2D(tex, uv);
fixed a = c.a * step(0, uv.x) * step(0, uv.y) * step(uv.x, 1) * step(uv.y, 1);
c *= step(0.01, a);
return c;
fixed a = c.a * step(0, uv.x) * step(0, uv.y) * step(uv.x, 1) * step(uv.y, 1);
c *= step(0.01, a);
return c;
}
inline fixed4 uddGetScreenTextureWithCursor(sampler2D screenTex, sampler2D cursorTex, float2 uv, fixed4 cursorPosScale)
{
uv = uddInvertUV(uv);
fixed4 screen = uddGetScreenTexture(screenTex, uddRotateUV(uv));
fixed4 cursor = uddGetCursorTexture(cursorTex, uv, cursorPosScale);
fixed4 color = lerp(screen, cursor, cursor.a);
uddConvertToLinearIfNeeded(color.rgb);
return color;
uv = uddInvertUV(uv);
fixed4 screen = uddGetScreenTexture(screenTex, uddRotateUV(uv));
fixed4 cursor = uddGetCursorTexture(cursorTex, uv, cursorPosScale);
fixed4 color = lerp(screen, cursor, cursor.a);
uddConvertToLinearIfNeeded(color.rgb);
return color;
}
#endif
@@ -25,12 +25,12 @@ SubShader
#pragma multi_compile ___ VERTICAL
#pragma multi_compile ___ ROTATE90 ROTATE180 ROTATE270
#define SURFACE_SHADER
#define SURFACE_SHADER
#include "./uDD_Common.cginc"
#include "./uDD_Params.cginc"
#include "./uDD_Params.cginc"
half _Glossiness;
half _Metallic;
half _Glossiness;
half _Metallic;
void surf(Input IN, inout SurfaceOutputStandard o)
{
@@ -6,7 +6,7 @@ Properties
_Color ("Color", Color) = (1, 1, 1, 1)
_MainTex ("Texture", 2D) = "white" {}
[Toggle(USE_BEND)] _UseBend("UseBend", Float) = 0
[PowerSlider(10.0)]_Radius ("Radius", Range(3, 100)) = 10
[PowerSlider(10.0)]_Radius ("Radius", Range(3, 100)) = 10
[KeywordEnum(Off, Front, Back)] _Cull("Culling", Int) = 2
}
@@ -28,9 +28,9 @@ v2f vert(appdata v)
{
v2f o;
#ifdef USE_BEND
half a = v.vertex.x / _Radius;
v.vertex.x = _Radius * sin(a);
v.vertex.y += _Radius * (1 - cos(a));
half a = v.vertex.x / _Radius;
v.vertex.x = _Radius * sin(a);
v.vertex.y += _Radius * (1 - cos(a));
#endif
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
@@ -39,7 +39,7 @@ v2f vert(appdata v)
fixed4 frag(v2f i) : SV_Target
{
return uddGetScreenTextureWithCursor(_MainTex, _CursorTex, i.uv, _CursorPositionScale);
return uddGetScreenTextureWithCursor(_MainTex, _CursorTex, i.uv, _CursorPositionScale);
}
ENDCG
@@ -35,23 +35,23 @@ v2f vert(appdata v)
fixed4 frag(v2f i) : SV_Target
{
fixed4 tex = uddGetScreenTextureWithCursor(_MainTex, _CursorTex, i.uv, _CursorPositionScale);
fixed alpha = pow((tex.r + tex.g + tex.b) / 3.0, _Mask);
return fixed4(tex.rgb * _Color.rgb, alpha * _Color.a);
fixed4 tex = uddGetScreenTextureWithCursor(_MainTex, _CursorTex, i.uv, _CursorPositionScale);
fixed alpha = pow((tex.r + tex.g + tex.b) / 3.0, _Mask);
return fixed4(tex.rgb * _Color.rgb, alpha * _Color.a);
}
ENDCG
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile ___ INVERT_X
#pragma multi_compile ___ INVERT_Y
#pragma multi_compile ___ VERTICAL
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile ___ INVERT_X
#pragma multi_compile ___ INVERT_Y
#pragma multi_compile ___ VERTICAL
#pragma multi_compile ___ ROTATE90 ROTATE180 ROTATE270
ENDCG
ENDCG
}
}
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