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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/Twist Effect" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- }
- SubShader
- {
- Pass
- {
- ZTest Always Cull Off ZWrite Off
- Fog { Mode off }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
- uniform sampler2D _MainTex;
- uniform float4 _MainTex_ST;
- uniform float4 _MainTex_TexelSize;
- uniform float _Angle;
- uniform float4 _CenterRadius;
- struct v2f {
- float4 pos : POSITION;
- float2 uv : TEXCOORD0;
- float2 uvOrig : TEXCOORD1;
- };
- v2f vert (appdata_img v)
- {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- float2 uv = v.texcoord.xy - _CenterRadius.xy;
- o.uv = TRANSFORM_TEX(uv, _MainTex); //MultiplyUV (UNITY_MATRIX_TEXTURE0, uv);
- o.uvOrig = uv;
- return o;
- }
- float4 frag (v2f i) : COLOR
- {
- float2 offset = i.uvOrig;
- float angle = 1.0 - length(offset / _CenterRadius.zw);
- angle = max (0, angle);
- angle = angle * angle * _Angle;
- float cosLength, sinLength;
- sincos (angle, sinLength, cosLength);
-
- float2 uv;
- uv.x = cosLength * offset[0] - sinLength * offset[1];
- uv.y = sinLength * offset[0] + cosLength * offset[1];
- uv += _CenterRadius.xy;
-
- return tex2D(_MainTex, uv);
- }
- ENDCG
- }
- }
- Fallback off
- }
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