// 鱼眼效果,计算公式网上找的
Shader "UI-Effect/FishEye"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Factor_x ("x轴方向畸变", Range(0, 0.15)) = 0
_Factor_y("y 轴方向畸变", Range(0, 0.15)) = 0
_Scale("畸变范围", Float) = 1
[Toggle] _UseTex("使用原始贴图", Int) = 0
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// shader_feature 可能在真机上会失效
#pragma multi_compile _USETEX_ON
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float _Factor_x;
float _Factor_y;
float _Scale;
inline fixed2 CalEyeUV(fixed2 uv)
{
float2 uv0 = (uv - 0.5) * 2.0;
float2 uv1;
uv1.x = (1 - uv0.y * uv0.y) * _Factor_y * (uv0.x);
uv1.y = (1 - uv0.x * uv0.x) * _Factor_x * (uv0.y);
return(uv - uv1);
}
fixed4 frag (v2f i) : SV_Target
{
#if _USETEX_ON
float2 eyeUV = CalEyeUV(i.uv);
fixed4 col = tex2D(_MainTex, eyeUV);
#else
fixed4 col = tex2D(_MainTex, i.uv);
#endif
return col;
}
ENDCG
}
}
}
Unity菜鸟开发纪要——鱼眼Shader
最新推荐文章于 2021-06-21 16:13:30 发布