Uv的 旋轉 偏移 拉伸操作的組合可以實現非常多的效果。
先來幾張普通的紋理:
下邊是效果圖:
效果上如果需要更精細,需要製作一些更精細的貼圖,相信效果會更好。
最後附上代碼:
Shader "MyShaders/內收漸變效果"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_RotateRadius ("rotateRate", Range(0,3.1415926)) = 0.1
_RotateSpeed ("RotateSpeed", Range(0,1)) = 0.1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _RotateRadius;
float _RotateSpeed;
//旋轉矩陣
half4x4 translateA = {
1,0,0,-0.5,
0,1,0,-0.5,
0,0,1,0,
0,0,0,1
};
half4x4 translateB = {
1,0,0,0.5,
0,1,0,0.5,
0,0,1,0,
0,0,0,1
};
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float2 newuv = i.uv;
//計算UV映射
float2 AOHeader = float2(i.uv.x - 0.5, i.uv.y - 0.5);
float2 xLine = float2(1, 0);
float radius = acos(dot(normalize(AOHeader), xLine));
if (i.uv.y > 0.5)
{
radius += 3.1415926;
radius = 3 * 3.1415926 - radius;
}
float r = distance(i.uv, float2(0.5,0.5));
newuv.x = radius / (2 * 3.1415926); //radius * r/ (2 * 3.1415926 * r)
newuv.y = 1 - r / abs(2);
//UV旋轉
float rotationRadius = _RotateRadius * ((0.5 - r) / 0.5);
float4x4 rotationMatrix = {
cos(rotationRadius), -sin(rotationRadius),0,0,
sin(rotationRadius), cos(rotationRadius),0,0,
0,0,1,0,
0,0,0,1
};
float4 newUVVector = float4(newuv.x, newuv.y, 0, 1);
newUVVector = mul(translateA, newUVVector);
newUVVector = mul(rotationMatrix, newUVVector);
newUVVector = mul(translateB, newUVVector);
newuv.x = newUVVector.x;
newuv.y = newUVVector.y;
//uv偏移應在旋轉矩陣操作之後,避免時間引起uv偏移,被矩陣影響
newuv.y -= _RotateSpeed * _Time.y;
// sample the texture
fixed4 col = tex2D(_MainTex, newuv.xy);
return col;
}
ENDCG
}
}
}