VortexEffect.shader 1.2 KB

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  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. Shader "Hidden/Twist Effect" {
  3. Properties {
  4. _MainTex ("Base (RGB)", 2D) = "white" {}
  5. }
  6. SubShader
  7. {
  8. Pass
  9. {
  10. ZTest Always Cull Off ZWrite Off
  11. CGPROGRAM
  12. #pragma vertex vert
  13. #pragma fragment frag
  14. #include "UnityCG.cginc"
  15. uniform sampler2D _MainTex;
  16. uniform float4 _MainTex_ST;
  17. uniform float4 _MainTex_TexelSize;
  18. uniform float _Angle;
  19. uniform float4 _CenterRadius;
  20. struct v2f {
  21. float4 pos : SV_POSITION;
  22. float2 uv : TEXCOORD0;
  23. float2 uvOrig : TEXCOORD1;
  24. };
  25. v2f vert (appdata_img v)
  26. {
  27. v2f o;
  28. o.pos = UnityObjectToClipPos(v.vertex);
  29. float2 uv = v.texcoord.xy - _CenterRadius.xy;
  30. o.uv = TRANSFORM_TEX(uv, _MainTex); //MultiplyUV (UNITY_MATRIX_TEXTURE0, uv);
  31. o.uvOrig = uv;
  32. return o;
  33. }
  34. float4 frag (v2f i) : SV_Target
  35. {
  36. float2 offset = i.uvOrig;
  37. float angle = 1.0 - length(offset / _CenterRadius.zw);
  38. angle = max (0, angle);
  39. angle = angle * angle * _Angle;
  40. float cosLength, sinLength;
  41. sincos (angle, sinLength, cosLength);
  42. float2 uv;
  43. uv.x = cosLength * offset[0] - sinLength * offset[1];
  44. uv.y = sinLength * offset[0] + cosLength * offset[1];
  45. uv += _CenterRadius.xy;
  46. return tex2D(_MainTex, uv);
  47. }
  48. ENDCG
  49. }
  50. }
  51. Fallback off
  52. }