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Shader basic UV operations, translation, rotation, scaling

2022-07-07 15:52:00 Le_ Sam

Shader "Custom/MoveUV"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
		_Speed("Rotate Speed",Range(0,4))=1
	}
	SubShader
	{
		Tags { "RenderType"="Opaque" }
		LOD 100

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag			
			#include "UnityCG.cginc"

			sampler2D _MainTex;
			float _Speed;

			struct a2v{
				float4 vertex:POSITION;
				float4 texcoord:TEXCOORD;
			};
			struct v2f{
				float4 pos:POSITION;
				float4 uv:texcoord;
			};

			v2f vert(a2v v){
				v2f o;
				o.pos=UnityObjectToClipPos(v.vertex);
				o.uv=v.texcoord;
				return o;
			}

			fixed4 frag(v2f i):SV_Target{
				// Twist effect 
				fixed2 uv = i.uv - fixed2(0.5,0.5);
				float angle = _Speed * 0.1745/(length(uv) + 0.1);// Add 0.1 It's placement length(uv) by 0
				float angle2 = angle * _Time.y;
				uv = float2(uv.x*cos(angle2)-uv.y*sin(angle2),uv.y*cos(angle2)+uv.x*sin(angle2));
				uv+=fixed2(0.5,0.5);
				fixed4 c = tex2D(_MainTex,uv);
				return c;

				// The zoom 
				//float4 uv = i.uv;
				//uv.x*=_Speed;
				//uv.w=0.5;
				//return tex2D(_MainTex,uv);

				// rotate 
				//float2 uv=i.uv.xy-float2(0.5,0.5);
				//uv=float2(uv.x*cos(_Speed*_Time.y)-uv.y*sin(_Speed*_Time.y),uv.y*cos(_Speed*_Time.y) + uv.x*sin(_Speed*_Time.y));
				//uv+=float2(0.5,0.5);
				//fixed4 lateUV = tex2D(_MainTex,uv);
				//return lateUV;

				// translation 
				//return tex2D(_MainTex,i.uv - _Time.x*fixed2(2,0)* _Speed);
			}

			ENDCG
		}
	}
}

Reproduced in :https://blog.csdn.net/yiwei151/article/details/78687354 =》  Playful childhood

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