﻿Shader "FX/MirrorReflection"
{
    Properties
    {
        _MainTex("Base (RGB)", 2D) = "white" {}
        _ReflectionTex0("", 2D) = "white" {}
        _ReflectionTex1("", 2D) = "white" {}
    }
    SubShader
    {
        Tags{ "RenderType" = "Opaque" }
        LOD 100
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityStandardCore.cginc"

            sampler2D _ReflectionTex0;
            sampler2D _ReflectionTex1;
            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 refl : TEXCOORD1;
                float4 pos : SV_POSITION;
            };

            v2f vert(VertexInput v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv0, _MainTex);
                o.refl = ComputeNonStereoScreenPos(o.pos);
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                fixed4 tex = tex2D(_MainTex, i.uv);
                fixed4 refl = unity_StereoEyeIndex == 0 ? tex2Dproj(_ReflectionTex0, UNITY_PROJ_COORD(i.refl)) : tex2Dproj(_ReflectionTex1, UNITY_PROJ_COORD(i.refl));
                return tex * refl;
            }
            ENDCG
        }
    }
}