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Question by DrunkBearzz · Feb 18, 2017 at 07:03 PM · shadertexture

How can I apply texture through shader on sprite without streching?

alt text

So I have my normal sprite with material component. My material is using my own "Image Effect Shader".

 Shader "Entity/entity_eye"
 {
     Properties
     {
         _MainTex ("Main Texture", 2D) = "white" {}
         _EyeTex ("Eye texture", 2D) = "white" {}
     }
     SubShader
     {
         // No culling or depth
         Cull Off ZWrite Off ZTest Always
         Blend SrcAlpha OneMinusSrcAlpha
 
         Pass
         {
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             
             #include "UnityCG.cginc"
 
             struct appdata
             {
                 float4 vertex : POSITION;
                 float2 uv : TEXCOORD0;
             };    
             struct v2f
             {
                 float2 uv : TEXCOORD0;
                 float4 vertex : SV_POSITION;
             };    
             v2f vert (appdata v)
             {
                 v2f o;
                 o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                 o.uv = v.uv;
                 return o;
             }
             
             sampler2D _MainTex;
             sampler2D _EyeTex;
 
             fixed4 frag (v2f i) : SV_Target
             {       
                 fixed4 noise = tex2D(_EyeTex, i.uv);
                 fixed4 fin = tex2D(_MainTex, i.uv);
                 return noise;
             }
             ENDCG
         }
     }
 }

For now I only need to get my input texture to be the size of my sprite. What I get is on picture 3 and what I want is on picture 4. I'm not sure could I take sprite size as input parameter for shader and then inside shader adjust my texture nor how to achieve that.

I hope you understand what I want to do.

img.png (24.9 kB)
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