我想要一个空间扭曲的shader
时间: 2024-05-01 10:16:54 浏览: 17
以下是一个简单的空间扭曲shader示例,你可以根据自己的需求进行修改和优化:
```
Shader "Custom/Twist" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_TwistAmount ("Twist Amount", Range (0.0, 1.0)) = 0.5
_TwistSpeed ("Twist Speed", Range (0.0, 10.0)) = 2.0
}
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;
float _TwistAmount;
float _TwistSpeed;
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float2 Twist (float2 uv, float amount, float speed) {
float angle = amount * 360 * sin (speed * _Time.y);
float2 center = float2 (0.5, 0.5);
float2 dir = uv - center;
float dist = length (dir);
float offset = atan2 (dir.y, dir.x) * 180 / 3.14159;
offset += angle * dist;
float2 twisted = center + dist * float2 (cos (offset), sin (offset));
return twisted;
}
fixed4 frag (v2f i) : SV_Target {
float2 twisted = Twist (i.uv, _TwistAmount, _TwistSpeed);
fixed4 col = tex2D (_MainTex, twisted);
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}
```
这个shader的效果是将贴图进行扭曲,扭曲程度和速度可以通过调整shader属性来控制。具体的实现原理是通过计算每个像素点的偏移量来实现扭曲效果。