Screen Effect Series 1

Screen Effect Series 1_第1张图片


Screen Effect Series 1_第2张图片


Screen Effect Series 1_第3张图片



Code:

Shader"Effect/RotateEffect"

{

Properties

{

_MainTex ("MainTex",2D) ="white"{}

_Rotate ("Rotation",float) =0

}

SubShader

{

Tags{"Queue"="Geometry"}

Pass

{

Tags{"LightMode"="ForwardBase"}

ZWriteOff

CGPROGRAM

#pragmavertexvert

#pragmafragmentfrag

#include"UnityCG.cginc"

#define PI3.14159265358979

sampler2D_MainTex;

float_Rot;

structa2v

{

float4vertex: POSITION;

float3texcoord:TEXCOORD0;

};

structv2f

{

float4pos : SV_POSITION;

float2uv :TEXCOORD0;

};

v2f vert (a2v v)

{

v2f o;

o.pos =mul(UNITY_MATRIX_MVP, v.vertex);

o.uv = v.texcoord;

returno;

}

fixed4frag (v2f i) : SV_Target

{

floatdistance=sqrt((i.uv.x -0.5)*(i.uv.x -0.5) +(i.uv.y -0.5)*(i.uv.y -0.5));

_Rot *=distance;

floatangle =step(i.uv.x,0.5)*PI+atan((i.uv.y -0.5)/(i.uv.x -0.5)) + _Rot;

i.uv.x =0.5+distance*cos(angle);

i.uv.y =0.5+distance*sin(angle);

fixed4c =tex2D(_MainTex, i.uv);

returnc;

}

ENDCG

}

}

FallBack"Default"

}

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