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unity shader UV旋转

unity shader UV旋转

作者: 独步江雪 | 来源:发表于2020-12-06 14:48 被阅读0次
    a.gif
    Shader "Custom/RotateUVShader"
    {
        Properties
        {
            _MainTex ("Texture", 2D) = "white" {}
            _RotateSpeed ("旋转速度", Float) = 1.0
        }
        SubShader
        {
            Tags
            {
                "RenderType"="Opaque"
            }
            LOD 100
    
            Pass
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                // make fog work
                #pragma multi_compile_fog
    
                #include "UnityCG.cginc"
    
                struct appdata
                {
                    float4 vertex : POSITION;
                    float2 uv : TEXCOORD0;
                };
     
                struct v2f
                {
                    float2 uv : TEXCOORD0;
                    UNITY_FOG_COORDS(1)
                    float4 vertex : SV_POSITION;
     
                };
    
                sampler2D _MainTex;
                float4 _MainTex_ST; 
                half _RotateSpeed; 
                v2f vert (appdata v)
                {
                    v2f o;
     
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                    UNITY_TRANSFER_FOG(o,o.vertex);
                    return o;
                }
    
                half getMold(fixed3 v)
                {
                    return pow( (pow(v.x,2)+pow(v.y,2)+pow(v.z,2)),0.5);
                    
                }
                
                fixed4 frag (v2f i) : SV_Target
                {
                    // sample the texture
            
                    float2 uv = i.uv.xy - float2(0.5, 0.5);//移动坐标系原点
                    uv = float2(uv.x *cos(_RotateSpeed *_Time.x) - uv.y * sin(_RotateSpeed *_Time.x),uv.x *sin(_RotateSpeed * _Time.x) + uv.y*cos(_RotateSpeed *_Time.x));//自行推导
                    uv += float2(0.5, 0.5);
                    uv.x = clamp(uv.x, 0, 1);
                    uv.y = clamp(uv.y, 0, 1);
                    float4 col = tex2D(_MainTex,  uv);
    
              
                    // apply fog
                    UNITY_APPLY_FOG(i.fogCoord, col);
                    return col;
                }
                ENDCG
            }
        }
    }
    

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