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Question by craig395 · Nov 12, 2018 at 07:43 PM · shadershader programming

2D texture to world space shader

Hi,

I am trying to get the texture to be stuck to the world coordinates instead of the object. so if the object is moved the texture will not. I have done some Googling but have not found anything helpful, although that may be due to my lack of understanding of shaders.

Currently, I have used an unlit shader as the base and am only trying to do this in 2D, essentially a tile that is only viewed from the top down. I have got as far as to have a squished line of the image stick to the world. my code is below with an example at the end although it's not a great quality gif.

any Idea where I may be going wrong with this?

 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
 
 Shader "Unlit/UnlitWorldTileShader"
 {
     Properties
     {
         _MainTex ("Texture", 2D) = "white" {}
     }
     SubShader
     {
         Tags { "RenderType"="Opaque" }
         LOD 100
 
         Pass
         {
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             // make fog work
             //#pragma multi_compile_fog
             
             #include "UnityCG.cginc"
 
             struct appdata
             {
                 float4 vertex : POSITION;
                 float2 uv : TEXCOORD0;
             };
 
             struct v2f
             {
                 float2 uv : TEXCOORD0;
                 //UNITY_FOG_COORDS(1)
                 float4 vertex : SV_POSITION;
                 float4 worldPos: TEXCOORD2;
             };
 
             sampler2D _MainTex;
             float4 _MainTex_ST;
             
             v2f vert (appdata v)
             {
                 v2f o;
 
                 float ofset = float4(0, 1000, 0, 0);
 
                 //o.vertex = UnityObjectToClipPos(v.vertex);
                 o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
 
                 o.uv = TRANSFORM_TEX(v.uv, _MainTex);
 
                 o.worldPos = mul(unity_ObjectToWorld, v.vertex);
                 //o.worldPos = ComputeScreenPos(o.vertex);
 
                 //o.uv = mul(unity_ObjectToWorld, v.vertex).xyz;
                 
                 //UNITY_TRANSFER_FOG(o,o.vertex);
                 return o;
             }
             
             fixed4 frag (v2f i) : SV_Target
             {
                 // sample the texture
                 //fixed4 col = tex2D(_MainTex, i.uv);
 
                 fixed4 col = tex2D(_MainTex, i.worldPos.xy);//i.worldPos.xy
                 // apply fog
                 //UNITY_APPLY_FOG(i.fogCoord, col);
 
                 return col;
             }
             ENDCG
         }
     }
 }
 

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