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65 lines
2.1 KiB
65 lines
2.1 KiB
Shader "Myshader/RotateImg"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color("Color",Color) = (1,1,1,1)
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_RotationSpeed("RotationSpeed",Range(0,10)) = 1
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[Toggle(_IsClockWise)]_IsClockWise("IsClockWise",float) = 1
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}
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SubShader
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{
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Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "Ignoreprojector" = "true"}
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Pass
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{
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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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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struct a2v
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed4 _Color;
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half _RotationSpeed;
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bool _IsClockWise;
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v2f vert (a2v v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv,_MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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float2 uv=i.uv.xy -float2(0.5,0.5);
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if(_IsClockWise){
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uv = float2(uv.x*cos(_RotationSpeed * _Time.y) - uv.y*sin(_RotationSpeed*_Time.y),uv.x*sin(_RotationSpeed * _Time.y) + uv.y*cos(_RotationSpeed*_Time.y));
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}
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else{
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uv = float2(uv.x*cos(_RotationSpeed * _Time.y) + uv.y*sin(_RotationSpeed*_Time.y),uv.x*sin(_RotationSpeed * _Time.y) - uv.y*cos(_RotationSpeed*_Time.y));
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}
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uv += float2(0.5,0.5);
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fixed4 col=tex2D(_MainTex,uv) * _Color;
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return col;
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}
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ENDCG
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}
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}
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}
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