For example you have drawn a Cube on the right side of the screen, after flipping the coordinates it will appear on the left side.
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First add a plane then rotate it's face toward camera, or set the plane rotation to (90, 180, 0).
Add a unlit shader and apply it to a material, and apply that material to the plane.
open the Unlit Shader in Visual Studio.
With this rotation of plane, the origin of i.uv is bottom left corner.
We will start from this point, with UV's origin shifted at the center.
If you don't know how to shift the origin to center, you could follow this tutorial for understanding.
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UV.x have range of value (-0.5 . -0.25 . 0.0 . 0.25 . 0.5) from left to right.
UV.y have range of value (-0.5 . -0.25 . 0.0 . 0.25 . 0.5) from bottom to top.
Draw a cube on top right side.
If we multiply UV.x with -1. e.g UV.x *= -1
It will flip the coordinates.
For example, before flipping at pixel A the UV.x is 0.2, and at pixel B the UV.x is -0.5
After flipping, UV.x at pixel is -0.2 & UV.x at pixel B is 0.5
Because 0.2 * -1 = -0.2 & -0.5 * -1 = 0.5
Before Flipping
After Flipping
Similarly for y-axis.
Before Flipping
After Flipping