uv旋转,注意按照z轴变换的时候旋转公式,还有中心点的设置
Shader "Custom/UV rotation"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Angle("Angle", Range(-5.0, 5.0)) = 0.0
}
SubShader
{
Tags{ "RenderType" = "Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
float _Angle;
v2f vert(appdata_base v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
float2 pivot = float2(0.5, 0.5); //中心点
float cosAngle = cos(_Angle);
float sinAngle = sin(_Angle);
float2x2 rot = float2x2(c