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