Created
February 12, 2017 07:22
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| Shader "Unlit/Unlit UV Rotation of multiple textures in vertex" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Texture", 2D) = "" {} | |
| _RotatedTexA ("Texture", 2D) = "" {} | |
| _RotationA ("Rotation", Range(0,360)) = 0.0 | |
| _RotatedTexB ("Texture", 2D) = "" {} | |
| _RotationB ("Rotation", Range(0,360)) = 0.0 | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Opaque" } | |
| LOD 100 | |
| Pass | |
| { | |
| CGPROGRAM | |
| #pragma vertex vert | |
| #pragma fragment frag | |
| // make fog work | |
| #pragma multi_compile_fog | |
| #include "UnityCG.cginc" | |
| float2 rotateUV(float2 uv, float degrees) | |
| { | |
| // rotating UV | |
| const float Deg2Rad = (UNITY_PI * 2.0) / 360.0; | |
| float rotationRadians = degrees * Deg2Rad; // convert degrees to radians | |
| float s = sin(rotationRadians); // sin and cos take radians, not degrees | |
| float c = cos(rotationRadians); | |
| float2x2 rotationMatrix = float2x2( c, -s, s, c); // construct simple rotation matrix | |
| uv -= 0.5; // offset UV so we rotate around 0.5 and not 0.0 | |
| uv = mul(rotationMatrix, uv); // apply rotation matrix | |
| uv += 0.5; // offset UV again so UVs are in the correct location | |
| return uv; | |
| } | |
| struct appdata | |
| { | |
| float4 vertex : POSITION; | |
| float2 uv : TEXCOORD0; | |
| }; | |
| struct v2f | |
| { | |
| float2 uv : TEXCOORD0; | |
| float4 uv2 : TEXCOORD1; // Addition additional UV to pass | |
| UNITY_FOG_COORDS(2) // changed from 1 to 2 since uv2 is using TEXCOORD1 now | |
| float4 vertex : SV_POSITION; | |
| }; | |
| sampler2D _MainTex; | |
| float4 _MainTex_ST; | |
| sampler2D _RotatedTexA; | |
| float4 _RotatedTexA_ST; | |
| float _RotationA; | |
| sampler2D _RotatedTexB; | |
| float4 _RotatedTexB_ST; | |
| float _RotationB; | |
| v2f vert (appdata v) | |
| { | |
| v2f o; | |
| o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); | |
| o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
| o.uv2.xy = TRANSFORM_TEX(rotateUV(v.uv, _RotationA), _RotatedTexA); | |
| o.uv2.zw = TRANSFORM_TEX(rotateUV(v.uv, _RotationB), _RotatedTexB); | |
| UNITY_TRANSFER_FOG(o,o.vertex); | |
| return o; | |
| } | |
| fixed4 frag (v2f i) : SV_Target | |
| { | |
| // sample the texture | |
| fixed4 col = tex2D(_MainTex, i.uv); | |
| // sample rotated textures | |
| fixed4 colA = tex2D(_RotatedTexA, i.uv2.xy); | |
| fixed4 colB = tex2D(_RotatedTexB, i.uv2.zw); | |
| // adding the textures together just so you can see them all | |
| col = (col + colA + colB) / 7; | |
| // apply fog | |
| // UNITY_APPLY_FOG(i.fogCoord, col); | |
| return col; | |
| } | |
| ENDCG | |
| } | |
| } | |
| } |
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