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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/Twirt Effect Shader" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- }
- SubShader {
- Pass {
- ZTest Always Cull Off ZWrite Off
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- uniform sampler2D _MainTex;
- uniform float4 _MainTex_TexelSize;
- uniform float4 _CenterRadius;
- uniform float4x4 _RotationMatrix;
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
- v2f vert( appdata_img v )
- {
- v2f o;
- o.pos = UnityObjectToClipPos (v.vertex);
- o.uv = v.texcoord - _CenterRadius.xy;
- return o;
- }
- float4 frag (v2f i) : SV_Target
- {
- float2 offset = i.uv;
- float2 distortedOffset = MultiplyUV (_RotationMatrix, offset.xy);
- float2 tmp = offset / _CenterRadius.zw;
- float t = min (1, length(tmp));
-
- offset = lerp (distortedOffset, offset, t);
- offset += _CenterRadius.xy;
-
- return tex2D(_MainTex, offset);
- }
- ENDCG
- }
- }
- Fallback off
- }
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