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Unity Shader编程(3)uv操作
1、shader示意图
2、uv常用操作
①缩放
Shader "Custom/NewShader" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _scaleX("scaleX",float)=1//X方向 _scaleY("scaleY",float)=1//Y方向 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; float _scaleX; float _scaleY; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { float2 uv = IN.uv_MainTex; uv = uv*float2(1.0/_scaleX,1.0/_scaleY);//缩放 half4 c = tex2D (_MainTex, uv); o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }
②平移
Shader "Custom/NewShader" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} //_scaleX("scaleX",float)=1//X方向 //_scaleY("scaleY",float)=1//Y方向 _px("px",float) = 0//平移 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; //float _scaleX; //float _scaleY; float _px; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { float2 uv = IN.uv_MainTex; //uv = uv*float2(1.0/_scaleX,1.0/_scaleY);//缩放 uv = uv + float2(_px,0);//平移 half4 c = tex2D (_MainTex, uv); o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }
③旋转
Shader "Custom/NewShader" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} //_scaleX("scaleX",float)=1//X方向 //_scaleY("scaleY",float)=1//Y方向 //_px("px",float) = 0//平移 _angle("angle",float) = 0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; //float _scaleX; //float _scaleY; //float _px; float _angle; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { float2 uv = IN.uv_MainTex; //uv = uv*float2(1.0/_scaleX,1.0/_scaleY);//缩放 //uv = uv + float2(_px,0);//平移 uv =float2((cos(_angle)*uv.x-sin(_angle)*uv.y),(cos(_angle)*uv.y+sin(_angle)*uv.x)); half4 c = tex2D (_MainTex, uv); o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }
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结束。
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原文地址:http://blog.csdn.net/husheng0/article/details/50787626