Shader "Unlit/Rotation"
{
Properties
{
_Rotation("Rotation",Vector) = (0,0,0,0)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Rotation;
float4x4 rotationX(float angle ) {
return float4x4(1.0, 0, 0, 0,
0, cos(angle), -sin(angle), 0,
0, sin(angle), cos(angle), 0,
0, 0, 0, 1);
}
float4x4 rotationY( float angle ) {
return float4x4(cos(angle), 0, sin(angle), 0,
0, 1.0, 0, 0,
-sin(angle), 0, cos(angle), 0,
0, 0, 0, 1);
}
float4x4 rotationZ(float angle ) {
return float4x4(cos(angle), -sin(angle), 0, 0,
sin(angle), cos(angle), 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
}
v2f vert (appdata v)
{
v2f o;
v.vertex = mul(v.vertex,rotationX(_Rotation.x/57.2958));
v.vertex = mul(v.vertex,rotationY(_Rotation.y/57.2958));
v.vertex = mul(v.vertex,rotationZ(_Rotation.z/57.2958));
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
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
Created
March 2, 2019 04:04
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Rotation Matrix Unity
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