Shader "Hidden/VFXToolbox/ImageSequencer/Crop" { Properties { _MainTex ("Texture", 2D) = "white" {} _CropFactors("CropFactors", Vector) = (0.0,0.0,0.0,0.0) } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always 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 _CropFactors; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = float2( v.uv.x * (1.0f - _CropFactors.y - _CropFactors.x) + _CropFactors.x, v.uv.y * (1.0f - _CropFactors.z - _CropFactors.w) + _CropFactors.w ); return o; } fixed4 frag (v2f i) : SV_Target { return tex2D(_MainTex, i.uv); } ENDCG } } }