偏移shaderuv_Unity Shader UV平移、旋转、缩放效果

平移、旋转、缩放、扭曲这几个效果在很多游戏场景中都会运用到,本篇文章就给大家分享下在Unity中基于Shader实现UV平移、旋转、缩放效果。

平移效果:

旋转:

缩放:

扭曲效果:

shader代码:

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{

//扭曲效果

fixed2 uv = i.uv - fixed2(0.5,0.5);

float angle = _Speed * 0.1745/(length(uv) + 0.1);//加0.1是放置length(uv)为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;

//缩放

//float4 uv = i.uv;

//uv.x*=_Speed;

//uv.w=0.5;

//return tex2D(_MainTex,uv);

//旋转

//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;

//平移

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

ENDCG


版权声明:本文为weixin_39859909原创文章,遵循CC 4.0 BY-SA版权协议,转载请附上原文出处链接和本声明。