40 lines
1.3 KiB
Plaintext
40 lines
1.3 KiB
Plaintext
Shader "Custom/RotateUVs" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_RotationSpeed ("Rotation Speed", Float) = 2.0
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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#pragma surface surf Lambert vertex:vert
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sampler2D _MainTex;
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struct Input {
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float2 uv_MainTex;
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};
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float _RotationSpeed;
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void vert (inout appdata_full v) {
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v.texcoord.xy -=0.5;
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float s = sin ( _RotationSpeed * _Time );
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float c = cos ( _RotationSpeed * _Time );
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float2x2 rotationMatrix = float2x2( c, -s, s, c);
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rotationMatrix *=0.5;
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rotationMatrix +=0.5;
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rotationMatrix = rotationMatrix * 2-1;
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v.texcoord.xy = mul ( v.texcoord.xy, rotationMatrix );
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v.texcoord.xy += 0.5;
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}
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void surf (Input IN, inout SurfaceOutput o) {
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half4 c = tex2D (_MainTex, IN.uv_MainTex);
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o.Albedo = c.rgb;
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o.Alpha = c.a;
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}
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ENDCG
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}
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FallBack "Diffuse"
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} |