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Question by codenamed52 · Jul 24, 2020 at 05:44 PM · textureshadersmaterialsuvs

A Shader to Duplicate and Flip a texture

I have a half of a symmetrical texture like this here:


alt text


I intend to use shader to duplicate and flip it horizontally with the end result like so:


alt text


I have written a shader that accomplishes the flipping part. But I'm not sure how to duplicate the effect before flipping.


 Shader "Custom/CustomShader"
 {
     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
         #pragma surface surf Standard fullforwardshadows
         #pragma target 3.0
 
         sampler2D _MainTex;
 
         struct Input
         {
             float2 uv_MainTex;
         };
 
         half _Glossiness;
         half _Metallic;
         fixed4 _Color;
 
         void surf (Input IN, inout SurfaceOutputStandard o)
         {
             float2 flippedUVs = IN.uv_MainTex;
             flippedUVs.x = flippedUVs.x;
             flippedUVs.y = 1.0 - flippedUVs.y;
             fixed4 c = tex2D (_MainTex, flippedUVs) * _Color;
 
             o.Albedo = c.rgb;
             o.Metallic = _Metallic;
             o.Smoothness = _Glossiness;
             o.Alpha = c.a;
         }
         ENDCG
     }
     FallBack "Diffuse"
 }

halftex0.png (1.9 kB)
halftex.png (4.2 kB)
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avatar image htsp · Oct 29, 2020 at 10:22 PM 0
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I'm sorry, I don't have much to add. I'd say if you are dealing with pngs then just use a photo editor (i.e. Photoshop) to flip one and paste them together beforehand. I was searching for a way to mirror a RenderTexture and your code helped me a lot, so thank you.

Also, the closest thing I could find to achieve what you want would be to just use the standard shader. Set your Base (RGB) tiling to something like 1 & -1. Then the offset to 0.5 & 1. You may have to mess with those values to get what you are looking for. This may also only repeat the image and now no mirroring.

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