shader向外扩

  1. fixed4 frag(v2f_img i) : SV_Target  
  2.     {  
  3.         //计算uv到中间点的向量(向外扩,反过来就是向里缩)  
  4.         float2 dv = float2(0.5, 0.5) - i.uv;  
  5.         //归一化  
  6.         float2 dv1 = normalize(dv);  
  7.         //计算每个像素uv的偏移值  
  8.         float2 offset = dv1  * _distanceFactor;  
  9.         //像素采样时偏移offset  
  10.         float2 uv = offset + i.uv;  
  11.         return tex2D(_MainTex, uv);   
  12.     }  

猜你喜欢

转载自blog.csdn.net/sgnyyy/article/details/79370784