unity 自定义shader坐标变换矩阵

Shader "Coustom/XYZShader"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
		_MoveOffset("MoveOffset",vector)=(1,1,1,1)
		_Scale("Scale",vector)=(1,1,1,1)
		_Rotate("RotateAngle",vector) = (0,0,0,1)
	}
	SubShader
	{
		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;
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;
			float4 _MoveOffset;
			float4 _Scale;
			float4 _Rotate;


			//顺序:先缩放,后旋转(z->x->y),后平移
			v2f vert (appdata v)
			{
				v2f o;

				float z_theta = UNITY_PI*_Rotate.z/180; 
				float x_theta = UNITY_PI*_Rotate.x/180; 
				float y_theta = UNITY_PI*_Rotate.y/180; 

				 //平移矩阵
				float4x4 mov_mat = {
					1,0,0,_MoveOffset.x,
					0,1,0,_MoveOffset.y,
					0,0,1,_MoveOffset.z,
					0,0,0,1

				};

				//缩放矩阵
				float4x4 scal_mat={
					_Scale.x,0,0,0,
					0,_Scale.y,0,0,
					0,0,_Scale.z,0,
					0,0,0,1
				};

				//旋转z轴
				float4x4 z_rot_mat = {
					cos(z_theta),-sin(z_theta),0,0,
					sin(z_theta),cos(z_theta),0,0,
					0,0,1,0,
					0,0,0,1
				};

				//旋转x轴
				float4x4 x_rot_mat={
					1,0,0,0,
					0,cos(x_theta),-sin(x_theta),0,
					0,sin(x_theta),cos(x_theta),0,
					0,0,0,1
				};

				//旋转y轴
				float4x4 y_rot_mat={
					cos(y_theta),0,sin(y_theta),0,
					0,1,0,0,
					-sin(y_theta),0,cos(y_theta),0,
					0,0,0,1
					
				};


				//进行z轴旋转
				float4 world_pos = mul(z_rot_mat,v.vertex);
				//进行x轴旋转
				world_pos = mul(x_rot_mat,world_pos);
				//进行y轴旋转
				world_pos = mul(y_rot_mat,world_pos);
				//进行缩放
				world_pos = mul(scal_mat,world_pos);
				//进行平移
				world_pos = mul(mov_mat,world_pos);

				//最后输出
				o.vertex = mul(UNITY_MATRIX_VP,world_pos);

				o.uv = TRANSFORM_TEX(v.uv, _MainTex);

				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target
			{
				// sample the texture
				fixed4 col = tex2D(_MainTex, i.uv);

				return col;
			}
			ENDCG
		}
	}
}

 

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