网络关于图片旋转的shader很多,下载来发觉2个问题。
1.当图片不是正方形的时候 图片旋转会变形
2.当图片显示区域过大时候会显示错误的像素点
本shader修复以上2个bug
//旋转效果 支持过滤多余像素干扰 长方形图片保持图片不变形
//作者:wangao
//qq 23887175
Shader "Custom/Rotation"
{
Properties
{
_MainTex("基础纹理(RGB)",2D) = "white"{}
_Speed("速度",Range(0,2)) = 5
_Witdh("宽度",Range(0,1000)) = 100
_Height("高度",Range(0,1000)) = 100
}
SubShader
{
Tags{"Queue" = "Transparent" "RenderType"="Transparent" "IgnoreProjector"="True"}
// 源rgba*源a + 背景rgba*(1-源A值)
Blend SrcAlpha OneMinusSrcAlpha
// No culling or depth
Cull Off ZWrite Off ZTest Always
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;
fixed4 color : COLOR;
};
sampler2D _MainTex;
float _Speed;
float _Witdh;
float _Height;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float2 uv = i.uv.xy - float2(0.5, 0.5);
float f1 = _Speed *_Time.y*3.14/180;
uv.y= uv.y*_Height/_Witdh;
uv = float2(uv.x * cos(f1) + uv.y * sin(f1), -uv.x * sin(f1) + uv.y * cos(f1));
uv.y= uv.y*_Height/_Witdh;
//uv += float2(0.5, 0.5);
half4 c =(0,0,0,0);
if(uv.x >= 0 && uv.x <= 1)
{
if(uv.y >= 0 && uv.y <= 1)
{
c = tex2D(_MainTex, uv);
}
}
return c;
}
ENDCG
}
}
}