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61 lines
1.6 KiB
61 lines
1.6 KiB
Shader "Unlit/Rotate"
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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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_RotateSpeed("RotateSpeed",Float) = 1
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}
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SubShader
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{
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Tags {"Queue" = "Transparent" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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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 appdata
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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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float _RotateSpeed;
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v2f vert (appdata 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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//旋转矩阵公式
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uv = float2(uv.x * cos(_RotateSpeed * _Time.y) - uv.y * sin(_RotateSpeed * _Time.y),
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uv.x * sin(_RotateSpeed * _Time.y) + uv.y * cos(_RotateSpeed * _Time.y));
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//恢复纹理位置
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uv += float2(0.5, 0.5);
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fixed4 col = tex2D(_MainTex, uv);
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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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