元のComputeScreenPos
#define V2F_SCREEN_TYPE float4 inline float4 ComputeScreenPos (float4 pos) { float4 o = pos * 0.5f; //why myltiply by .5f #if defined(UNITY_HALF_TEXEL_OFFSET) o.xy = float2(o.x, o.y*_ProjectionParams.x) + o.w * _ScreenParams.zw; #else o.xy = float2(o.x, o.y*_ProjectionParams.x) + o.w; #endif #if defined(SHADER_API_FLASH) o.xy *= unity_NPOTScale.xy; #endif o.zw = pos.zw; return o; }
こう書いた
float4 computeScreenPos(float4 pos){ float4 o = pos * 0.5f; o.xy = float2(o.x, o.y) + o.w; o.zw = pos.zw; return o; }