1、工程截图
2、Shader
Shader "Custom/RotationUV"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
//旋转速度
_Speed ("Speed", float) = 1.0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue" = "Transparent" "IgnoreProjector" = "True" "PreviewType" = "Plane" }
LOD 100
//Alpha混合
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 _Speed;
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
{
float t = _Time.y * _Speed;
/*-- 算法原理:通过旋转坐标基向量来旋转uv --*/
fixed2 center = fixed2(0.5, 0.5);//坐标原点
fixed2 v = i.uv - center;
//乘以旋转矩阵
fixed x = v.x * cos(t) + v.y * sin(t);
fixed y = v.x * cos(t + UNITY_HALF_PI) + v.y * sin(t + UNITY_HALF_PI);
//旋转后的uv
fixed2 uv = fixed2(x, y);
uv += center;
//--End
fixed4 col = tex2D(_MainTex, uv);
return col;
}
ENDCG
}
}
}