回転 - saitocastel1900/UnityShader GitHub Wiki
- 線形代数とかで習った二次元回転行列を使って回転させる
- 原点をずらす:half2 uv = i.uv - 0.5;
- uv座標をずらす:i.uv = mul(rotateMatrix, uv) + 0.5;
Shader "Unlit/Rotate"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_RotateSpeed("RotateSpeed",Range(0,10)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float _RotateSpeed;
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 = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half timer = _Time.x;
half angleCos = cos(timer*_RotateSpeed);
half angleSin = sin(timer*_RotateSpeed);
/* |cosΘ -sinΘ|
R(Θ) = |sinΘ cosΘ| 2次元回転行列の公式*/
half2x2 rotateMatrix = half2x2(angleCos, -angleSin, angleSin, angleCos);
half2 uv = i.uv - 0.5;
i.uv = mul(rotateMatrix, uv) + 0.5;
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}