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Twirl.shader
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Twirl.shader
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Shader "BASICxSHADER/PostEffect/Twirl" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Twirl ("Twirl", Float) = 1
}
SubShader {
Cull Off ZWrite Off ZTest Always
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// Properties
uniform sampler2D _MainTex;
uniform Float _Twirl;
// Vertex Input
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
// Vertex to Fragment
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
//------------------------------------------------------------------------
// Vertex Shader
//------------------------------------------------------------------------
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
//------------------------------------------------------------------------
// Fragment Shader
//------------------------------------------------------------------------
fixed4 frag(v2f i) : SV_Target {
// Twirl
float2 uv = i.uv - 0.5;
float theta = (0.5 - length(uv)) * _Twirl;
float s = sin(theta);
float c = cos(theta);
uv = mul(float2x2(c, -s, s, c), uv) + 0.5;
fixed4 color = tex2D(_MainTex, uv);
return color;
}
ENDCG
}
}
}