Vertex Shader几何变换---扭曲

1、顶点的旋转

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Custom/ls_ten" {


	SubShader{
		pass {
		CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "unitycg.cginc"

		struct v2f {
			float4 pos:POSITION;
			fixed4 color : COLOR;
		};

		v2f vert(appdata_base v) {
			float angle = length(v.vertex)*_SinTime.w;
			float4x4 m = {
				float4(cos(angle),0,sin(angle),0),
				float4(0,1,0,0),
				float4(-sin(angle),0,cos(angle),0),
				float4(0,0,0,1)
			};
			v.vertex = mul(m, v.vertex);

			v2f o;
			o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
			o.color = fixed4(0, 1, 1, 1);
			return o;
		}


		fixed4 frag(v2f IN) :COLOR{
			return IN.color;
		}
			ENDCG
	}
	}

}









2、矩阵的优化:

只影响了x、z值



// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Custom/ls_ten" {


	SubShader{
		pass {
		CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "unitycg.cginc"

		struct v2f {
			float4 pos:POSITION;
			fixed4 color : COLOR;
		};

		v2f vert(appdata_base v) {
			float angle = length(v.vertex)*_SinTime.w;
			//float4x4 m = {
			//	float4(cos(angle),0,sin(angle),0),
			//	float4(0,1,0,0),
			//	float4(-sin(angle),0,cos(angle),0),
			//	float4(0,0,0,1)
			//};
			//v.vertex = mul(m, v.vertex);

			float x = cos(angle)*v.vertex.x + sin(angle)*v.vertex.z;
			float z = cos(angle)*v.vertex.z - sin(angle)*v.vertex.x;

			v.vertex.x = x;
			v.vertex.z = z;

			v2f o;
			o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
			o.color = fixed4(0, 1, 1, 1);
			return o;
		}


		fixed4 frag(v2f IN) :COLOR{
			return IN.color;
		}
			ENDCG
	}
	}

}





3、x方向上缩放实现扭曲,实现顶点的缩放

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Custom/ls_ten" {


	SubShader{
		pass {
		CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "unitycg.cginc"

		struct v2f {
			float4 pos:POSITION;
			fixed4 color : COLOR;
		};

		v2f vert(appdata_base v) {
			float angle = length(v.vertex)*_SinTime.w;
			float4x4 m = {
				float4(sin(angle)/8+0.5,0,0,0),
				float4(0,1,0,0),
				float4(0,0,1,0),
				float4(0,0,0,1)
			};
			v.vertex = mul(m, v.vertex);

			//float x = cos(angle)*v.vertex.x + sin(angle)*v.vertex.z;
			//float z = cos(angle)*v.vertex.z - sin(angle)*v.vertex.x;

			//v.vertex.x = x;
			//v.vertex.z = z;

			v2f o;
			o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
			o.color = fixed4(0, 1, 1, 1);
			return o;
		}


		fixed4 frag(v2f IN) :COLOR{
			return IN.color;
		}
			ENDCG
	}
	}

}









4、

周期性变换的扭曲

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Custom/ls_ten" {


	SubShader{
		pass {
		CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "unitycg.cginc"

		struct v2f {
			float4 pos:POSITION;
			fixed4 color : COLOR;
		};

		v2f vert(appdata_base v) {
			float angle =v.vertex.z+_Time.y;
			float4x4 m = {
				float4(sin(angle)/8+0.5,0,0,0),
				float4(0,1,0,0),
				float4(0,0,1,0),
				float4(0,0,0,1)
			};
			v.vertex = mul(m, v.vertex);

			//float x = cos(angle)*v.vertex.x + sin(angle)*v.vertex.z;
			//float z = cos(angle)*v.vertex.z - sin(angle)*v.vertex.x;

			//v.vertex.x = x;
			//v.vertex.z = z;

			v2f o;
			o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
			o.color = fixed4(0, 1, 1, 1);
			return o;
		}


		fixed4 frag(v2f IN) :COLOR{
			return IN.color;
		}
			ENDCG
	}
	}

}




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