Shader "Unlit/Rotate" { Properties { _MainTex ("Texture", 2D) = "white" {} _RotateSpeed("RotateSpeed",Float) = 1 } SubShader { Tags {"Queue" = "Transparent" "RenderType"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _RotateSpeed; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { float2 uv = i.uv.xy - float2(0.5, 0.5); //旋转矩阵公式 uv = float2(uv.x * cos(_RotateSpeed * _Time.y) - uv.y * sin(_RotateSpeed * _Time.y), uv.x * sin(_RotateSpeed * _Time.y) + uv.y * cos(_RotateSpeed * _Time.y)); //恢复纹理位置 uv += float2(0.5, 0.5); fixed4 col = tex2D(_MainTex, uv); return col; } ENDCG } } }