什么是极坐标?
参考the shader of book https://thebookofshaders.com/07/?lan=ch
百度百科!!!哇,真的是从百度百科学的,很详细
1.用极坐标实现角度
2.实现uv的扭转
3.颜色板
4.UI特效算法的实现
1.计算表角度
将uv原点移动到中间,求角度
再将【0,2Π】的角度转换到【0,1】方便我们的思考和计算
float2 uv = i.uv-0.5;
float angle=atan2(uv.x,uv.y);
float angle01=frac(angle/3.14/2);
2.实现uv扭转
就是摘抄的shadergraph的源码,
可以看出他用了2d的旋转矩阵
并通过uv.length控制旋转量,这里不推理了
float2 twirl(float2 UV , float2 Center, float Strength,float2 set)
{
float2 delta = UV - Center;
float angle = Strength * length(delta);
float x = cos(angle) * delta.x - sin(angle) * delta.y;
float y = sin(angle) * delta.x + cos(angle) * delta.y;
return float2(x + Center.x + set.x, y + Center.y + set.y);
}
3.颜色板
iq的分享:具体不细说
使用方法 下面的参数,通过T【0,1】来控制颜色的变换
此篇文章 将极坐标的角度 当做T 来变换颜色
a,b,c,d可以填写第二张图片里的数字达到指定效果
4.UI特效算法的实现
1.如何画出条状线:将角度展开到2维直角坐标系
float angle=atan2(uv.x,uv.y);
float angle01=frac(angle/3.14/2);
float valueMask = sign(frac(angle01 * _number) - _black);
2.如何实现线条的长度不同:先用一个noise贴图得出求出每个放射性条纹的灰度值,然后再配合length(uv)来实现
float floorMask = floor(angle01 * _number);
float noiseValue = tex2D(_noiseMap, float2(floorMask/_number , _Time.y/10));
finalMask = step(1-finalMask , 1-length(uv0));
让我们在换个贴图验证一下
shader
Shader "Hidden/UV"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_number("number",int)=60
_black("black",Range(0,1))=0.2
_strength("strength",float)=0
_swing("swing",Range(0,2))=0.5
_noiseMap("noiseMap",2D)="white"{}
}
CGINCLUDE
float2 twirl(float2 UV , float2 Center, float Strength,float2 set)
{
float2 delta = UV - Center;
float angle = Strength * length(delta);
float x = cos(angle) * delta.x - sin(angle) * delta.y;
float y = sin(angle) * delta.x + cos(angle) * delta.y;
return float2(x + Center.x + set.x, y + Center.y + set.y);
}
float2 rotation(float2 UV,float2 Center,float Rotation){
UV -= Center;
float s = sin(Rotation);
float c = cos(Rotation);
float2x2 rMatrix = float2x2(c, -s, s, c);
rMatrix *= 0.5;
rMatrix += 0.5;
rMatrix = rMatrix * 2 - 1;
UV.xy = mul(UV.xy, rMatrix);
UV += Center;
return UV;
}
float2 polar(float2 UV,float2 Center,float RadialScale,float LenghtScale){
float2 delta = UV - Center;
float radius = length(delta) * 2 * RadialScale;
float angle = atan2(delta.x, delta.y) * 1.0/6.28 * LenghtScale;
float2 uv = float2(radius,angle);
return uv;
}
float3 palette( in float t, in float3 a, in float3 b, in float3 c, in float3 d )
{
return a + b*cos( 6.28318*(c*t+d) );
}
ENDCG
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;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
int _number;
float _black;
float _strength;
sampler2D _noiseMap;
float _swing;
fixed4 frag (v2f i) : SV_Target
{
float2 uv = i.uv-0.5;
float2 uv0=uv;
uv=twirl(uv,float2(0,0),_strength,float2(0,0));
float sphere=1-step(1,length(uv*10));
float angle=atan2(uv.x,uv.y);
float angle01=frac(angle/3.14/2);
float floorMask = floor(angle01 * _number);
float noiseValue = tex2D(_noiseMap, float2(floorMask/_number , _Time.y/10));
noiseValue = smoothstep(0.5-_swing,0.5+_swing,noiseValue);
float valueMask = sign(frac(angle01 * _number) - _black);
float finalMask = (valueMask *noiseValue );
finalMask = step(1-finalMask , 1-length(uv0));
float3 Color = palette(angle01,float3(0.5,0.5,0.5),float3(0.5,0.5,0.5),float3(1.0,1.0,1.0),float3(0.0,0.33,0.67));
Color = finalMask*Color;
fixed4 col = tex2D(_MainTex, i.uv*3);
float mask=step(0.15,length(uv0));
col = col*(1-mask);
float mask2=step(0.16,length(uv0));
col.xyz+=Color*mask2;
return float4(col.xyz,1.0);
}
ENDCG
}
}
}
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