// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Unlit/convertScene" { Properties { _MainTex ( "Texture" , 2D) = "white" {} _Twist( "Twist" , float ) = 1 _TestValue("TestValue", float) = 10 } 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; float4 _MainTex_TexelSize; float _Twist; 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; } fixed4 frag (v2f i) : SV_Target { fixed2 tuv = i.uv; //这里将当前纹理坐标平移至中心点,表示按中心旋转, //如果有需要,可以算出3d坐标在屏幕上的位置,然后根据屏幕位置做平移 fixed2 uv = fixed2(tuv.x - 0.5, tuv.y - 0.5); //通过距离计算出当前点的旋转弧度PI/180=0.1745 float angle = _Twist * 0.1745 / (length(uv) + 0.1); float sinval, cosval; sincos(angle, sinval, cosval); //构建旋转矩阵 float2x2 mat = float2x2(cosval, -sinval, sinval, cosval); //旋转完成后,平移至原位置 uv = mul(mat, uv) + 0.5; // sample the texture fixed4 col = tex2D(_MainTex, uv); // apply fog // UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } }