时间:2020-11-22 23:00:01 | 栏目:.NET代码 | 点击:次
旋转扭曲特效是指在一个圆形区域内扭曲所渲染的图像,其他像素的旋转程度随着距离的变化而变化。具体可以通过修改Shader来实现。
原始图片
扭曲图片
/*==================================================== 屏幕扭曲特效Shader ======================================================*/ Shader "Hidden/TwirlEffects" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform float4 _MainTex_TexelSize; half4 _MainTex_ST; //旋转扭曲的中心 uniform float4 _CenterRadius; //将旋转矩阵传入 uniform float4x4 _RotationMatrix; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); //将uv坐标变换到center坐标系中 o.uv = v.uv - _CenterRadius.xy; return o; } fixed4 frag (v2f i) : SV_Target { float2 offest = i.uv; //利用旋转矩阵旋转uv float2 distortedOffset = MultiplyUV(_RotationMatrix,offest.xy); //计算uv点在旋转圆中的位置 float2 tmp = offest / _CenterRadius.zw; float t = min(1,length(tmp)); //根据uv点在圆中的位置插值uv移动的位置 offest =lerp(distortedOffset,offest,t); //将uv坐标返回原坐标系中 offest += _CenterRadius.xy; fixed4 col = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(offest, _MainTex_ST)); return col; } ENDCG } } }
此旋转特效主要就是对图像的uv值进行偏移,关键代码
float2 offest = i.uv; //利用旋转矩阵旋转uv float2 distortedOffset = MultiplyUV(_RotationMatrix,offest.xy); //计算uv点在旋转圆中的位置 float2 tmp = offest / _CenterRadius.zw; float t = min(1,length(tmp)); //根据uv点在圆中的位置插值uv移动的位置 offest =lerp(distortedOffset,offest,t); //将uv坐标返回原坐标系中 offest += _CenterRadius.xy;
根据uv点的位置,对图像进行扭曲。
下面是脚本的源码
using System.Collections; using System.Collections.Generic; using UnityEngine; public class TwirlScripts : MonoBehaviour { [ExecuteInEditMode] public Vector2 radius = new Vector2(0.3f, 0.3f); public Vector2 center = new Vector2(0.5f, 0.5f); [Range(0.0f, 360.0f)] public float angle = 0.0f; public Material material; private void OnRenderImage(RenderTexture source, RenderTexture destination) { Matrix4x4 rotationMatrix = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, 0, angle), Vector3.one); material.SetMatrix("_RotationMatrix", rotationMatrix); material.SetVector("_CenterRadius", new Vector4(center.x, center.y, radius.x, radius.y)); Graphics.Blit(source, destination, material); } }