// 旋转特效
Shader "Study/07-RotationShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {
}
_RotScale("Rot Scale",Range(0,100)) = 50
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Blend SrcAlpha OneMinusSrcAlpha
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;
float _RotScale;
// 中心点
static float2 center = {
0.5,0.5};
fixed4 frag (v2f i) : SV_Target
{
float2 uv =i.uv;
float2 dt = uv-center;
float len = sqrt(dot(dt,dt));
// 弧度值
float theta = len * UNITY_PI * _RotScale;
// 旋转矩阵
float2x2 rot = {
cos(theta),sin(theta),
-sin(theta),cos(theta),
};
dt = mul(rot,dt);
uv = dt + center;
fixed4 col = tex2D(_MainTex, uv);
return col;
}
ENDCG
}
}
}
[007-Shader-Rotation Special Effect]
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Origin blog.csdn.net/qq_18924323/article/details/124863400
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