Shader Story
August 1, 2025 · View on GitHub
Common HLSL Functions: Negate
Negating a value flips its sign.
Use-xor multiply by-1.0to invert a value or direction.
This is useful for mirrored UVs, reversed gradients, animation flipping, and directional math.
float negated = -x;
// or
float negated = x * -1.0;
Visual demo
This shader demonstrates how negation can flip UV-space symmetries. When toggled, the output inverts horizontally and vertically around the center.
URP Shader Code
Shader "DecompiledArt/CommonFunctions/Negate/Negate"
{
Properties
{
_UVTile("UVTile", Range(0.5, 10.0)) = 1.0
[Toggle(USE_NEGATE)] _UseNegate("useNegate", Int) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" }
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature USE_NEGATE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
half2 uvs: TEXCOORD0;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
half2 uvs: TEXCOORD0;
};
CBUFFER_START(UnityPerMaterial)
half _UVTile;
CBUFFER_END
Varyings vert (Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uvs = IN.uvs;
return OUT;
}
half4 frag(Varyings i) : SV_Target
{
#ifdef USE_NEGATE
half2 result = mul((frac(i.uvs * _UVTile) - 0.5), -1.0);
#else
half2 result = frac(i.uvs * _UVTile) - 0.5;
#endif
half col_output = max(result.x, result.y);
return half4(col_output, col_output, col_output, 1.0);
}
ENDHLSL
}
}
}
URP Shader graph
🔗 Related Functions
Step • Remap • Smoothstep
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