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- Shader "Custom/UV rotation"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _Angle ("Angle", Range(-5.0, 5.0)) = 0.0
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
- float _Angle;
- v2f vert(appdata_base v)
- {
- v2f o;
- o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
- // Pivot
- float2 pivot = float2(0.5, 0.5);
- // Rotation Matrix
- float cosAngle = cos(_Angle);
- float sinAngle = sin(_Angle);
- float2x2 rot = float2x2(cosAngle, -sinAngle, sinAngle, cosAngle);
- // Rotation consedering pivot
- float2 uv = v.texcoord.xy - pivot;
- o.uv = mul(rot, uv);
- o.uv += pivot;
- return o;
- }
- sampler2D _MainTex;
- fixed4 frag(v2f i) : SV_Target
- {
- // Texel sampling
- return tex2D(_MainTex, i.uv);
- }
- ENDCG
- }
- }
- }
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