1.Loading做法:
(1)多个图片切换--CPU
(2)旋转图片--GPU
2.纹理在旋转,也就是UV旋转起来
3.UV用矩阵的方式旋转起来,旋转公式:

4.矩阵旋转注意事项:
(1)物体平移到原点
(2)实现旋转
(3)物体平移到原来的位置
Shader "Hidden/Loading"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Speed("Speed",float) = 3
}
SubShader
{
// No culling or depth
//Cull Off ZWrite Off ZTest Always
//打开透明通道
Blend SrcAlpha OneMinusSrcAlpha
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;
};
float _Speed;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
float2 tempUV = i.uv;
//先平移到原点的位置
tempUV -=float2(0.5,0.5);
if(length(tempUV) > 0.5){
return float4(0,0,0,0);
}
//实现旋转
float2 finalUV = 0;
float angle = _Time * _Speed;
//围绕Z轴旋转的公式
finalUV.x = tempUV.x * cos(angle) - tempUV.y*sin(angle);
finalUV.y = tempUV.x * sin(angle) + tempUV.y*cos(angle);
//物体平移到原来位置
finalUV += float2(0.5,0.5);
fixed4 col = tex2D(_MainTex, finalUV);
// just invert the colors
//col.rgb = 1 - col.rgb;
return col;
}
ENDCG
}
}
}
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