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Kaleidoscope.shader
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Kaleidoscope.shader
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Shader "Unlit/Kaleidoscope"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Rotation ("Rotation", Range(0, 360)) = 0
_Color ("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Rotation;
float4 _Color;
void Unity_Rotate_Degrees_float(float2 UV, float2 Center, float Rotation, out float2 Out)
{
Rotation = Rotation * (UNITY_PI/180.0f);
UV -= Center;
float s = sin(Rotation);
float c = cos(Rotation);
float2x2 rMatrix = float2x2(c, -s, s, c);
rMatrix *= 0.5;
rMatrix += 0.5;
rMatrix = rMatrix * 2 - 1;
UV.xy = mul(UV.xy, rMatrix);
UV += Center;
Out = UV;
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float u = abs(i.uv.x - 0.5); // mirror effect on u
float v = abs(i.uv.y - 0.5); // mirror effect on v
float rotation = _Rotation;
float4 color = _Color;
float center = 0.5;
float2 uv = 0;
Unity_Rotate_Degrees_float(float2(u,v), center, rotation, uv);
fixed4 col = tex2D(_MainTex, uv);
col *= color;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}