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52 行
902 B

Shader "Hidden/Twirt Effect Shader" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform float4 _MainTex_TexelSize;
uniform float4 _CenterRadius;
uniform float4x4 _RotationMatrix;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert( appdata_img v )
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord - _CenterRadius.xy;
return o;
}
float4 frag (v2f i) : SV_Target
{
float2 offset = i.uv;
float2 distortedOffset = MultiplyUV (_RotationMatrix, offset.xy);
float2 tmp = offset / _CenterRadius.zw;
float t = min (1, length(tmp));
offset = lerp (distortedOffset, offset, t);
offset += _CenterRadius.xy;
return tex2D(_MainTex, offset);
}
ENDCG
}
}
Fallback off
}