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Question by Caiuse · Jul 09, 2012 at 07:46 AM · shaderopenglglsl

GLSL shader adding UV offset

So I'm using a small community shader called SoftEdge+ but I'm not able to access the UV offset within this shader, I'm not very "clued in" when it comes to shader programming but I'm assuming its missing a function from it's pass.

Could anyone guide me on how to get control over the UV offset with this shader?

Thank you, Caius.

 Shader "Transparent/Cutout/Soft Edge Unlit " {
 
     Properties {
         _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
         _Cutoff ("Base Alpha cutoff  (Use Script)", Float) = 1
         _CutoffInverseQuarter ("Cutoff inverse / 4  (Use Script)", Float) = 1
     }
     
     Category {
         Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
     
         SubShader {
             Pass {
                 GLSLPROGRAM
                 varying mediump vec2 uv;
     
                 #ifdef VERTEX
                 void main() {
                     gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
                     uv = gl_MultiTexCoord0.xy;
                 }
                 #endif
     
                 #ifdef FRAGMENT
                 uniform lowp sampler2D _MainTex;
                 uniform lowp float _Cutoff;
                 void main() {
                     vec4 texture = texture2D(_MainTex, uv);
                     if (texture.a < _Cutoff) discard;
                     gl_FragColor = texture;
                 }
                 #endif      
                 ENDGLSL
             }
             Pass {
                 ZTest Less  ZWrite Off
                 Blend SrcAlpha OneMinusSrcAlpha
     
                 GLSLPROGRAM
                 varying mediump vec2 uv;
     
                 #ifdef VERTEX
                 void main() {
                     gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
                     uv = gl_MultiTexCoord0.xy;
                 }
                 #endif
     
                 #ifdef FRAGMENT
                 uniform lowp sampler2D _MainTex;
                 uniform lowp float _Cutoff;
                 void main() {
                     vec4 texture = texture2D(_MainTex, uv);
                     gl_FragColor = vec4(texture.rgb, texture.a / _Cutoff);
                 }
                 #endif      
                 ENDGLSL
             }   
         }
     
         SubShader {
             Pass {
                 AlphaTest GEqual[_Cutoff]
                 SetTexture[_MainTex]
             }
             Pass {
                 ZTest Less  ZWrite Off
                 Blend SrcAlpha OneMinusSrcAlpha
                 SetTexture[_MainTex] {
                     ConstantColor(0,0,0, [_CutoffInverseQuarter])
                     Combine texture, texture * constant Quad
                 }
             }
         }
     }
     
     }
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Answer by Jessy · Aug 06, 2012 at 08:14 AM

You'd have to edit your vertex shaders to this:

 #ifdef VERTEX
 uniform mediump vec4 _MainTex_ST;
 void main() {
     gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
     uv = gl_MultiTexCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
 }
 #endif
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avatar image zandegran · Oct 08, 2013 at 11:36 AM 0
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Worked well

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