Unity Shader UV平移、旋转、缩放效果
发表于2018-02-09
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 } } }