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Question by redfear · Jun 07, 2018 at 04:30 PM · shader writing

Texture Tiles world space images

How can I make an image using World space texture with a shape? Like a circle instead of a quad. You can have custom forms using 3d models with vertices but how about ui images? I've tried some alpha blending in a shader with two uv's one for world space and one for uv mesh but it gives some weird artifacts. alt text Right view is how this shader works.

  Shader "Unlit/WorldspaceTiling"
 {
     Properties
     {
         _MainTex ("Texture", 2D) = "white" {}
 
     }
     SubShader
     {
          Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
     LOD 100
     
     ZWrite Off
     Blend SrcAlpha OneMinusSrcAlpha 
     Cull Off
         Lighting Off
         ZWrite Off
         Fog{ Mode Off }
         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;
             };
 
             sampler2D _MainTex;
             float4 _MainTex_ST;
 
             v2f vert (appdata v)
             {
                 v2f o;
                 o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
 
                 // Gets the xy position of the vertex in worldspace.
                 float2 worldXY = mul(_Object2World, v.vertex).xy;
                 // Use the worldspace coords instead of the mesh's UVs.
                 o.uv = TRANSFORM_TEX(worldXY, _MainTex);
 
                 return o;
             }
 
             fixed4 frag (v2f i) : SV_Target
             {                   
                 fixed4 col = tex2D(_MainTex, i.uv);
                 return col;
             }
             ENDCG
         }
     }
 }


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