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- // 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
- }
- }
- }
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