Shader "Unlit/TransformShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {
}
}
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;
float box(float2 uv,float right,float top) {
float blur = 0.002;//边缘模糊系数
//通过右上角绘制原点对称的四边形
float2 bl = 1.0 - smoothstep(float2(right, top) - blur, float2(right, top) + blur, abs(uv.xy));
float pct = bl.x * bl.y;
return pct;
}
//旋转矩阵
float3x3 rotate2d(float _angle) {
float angle = radians(_angle);//角度转为弧度
return float3x3(cos(angle), -sin(angle), 0.0,
sin(angle), cos(angle), 0.0,
0.0, 0.0, 1.0
);
}
//缩放矩阵
float3x3 scale2d(float2 scale) {
//缩放矩阵作用于坐标系,所以放大和缩小刚好相反,为了使用习惯,缩放参数取倒数
return float3x3(1.0 / scale.x, 0.0, 0.0,
0.0, 1.0 / scale.y, 0.0,
0.0, 0.0, 1.0
);
}
//平移矩阵
float3x3 translation2d(float2 translate) {
//平移矩阵作用于坐标系,所以平移的方向相反,为了使用习惯,平移参数取负
return float3x3(1,0,0,
0,1,0,
translate.x, translate.y, 1
);
}
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
{
sample the texture
//fixed4 col = tex2D(_MainTex, i.uv);
apply fog
//UNITY_APPLY_FOG(i.fogCoord, col);
float4 col = float4(1,1,0,1);
float4 box_color = float4(1,0,0,1);
i.uv -= float2(0.5,0.5);
i.uv=mul(i.uv,rotate2d(-10*_Time.z));
i.uv = mul(i.uv, scale2d(float2(_SinTime.y, 1)));
i.uv = mul(float3(i.uv,1), translation2d(float2(0.3*_SinTime.z, 0)));
float value = box(i.uv,0.2,0.3);
col = lerp(col,box_color, value);
return col;
}
ENDCG
}
}
}
shader学习记录——UV旋转缩放平移
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转载自blog.csdn.net/chillxiaohan/article/details/128221422
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