shaderforge图:
shaderforge代码:
// Shader created with Shader Forge v1.38
// Shader Forge (c) Freya Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:3,bdst:7,dpts:2,wrdp:False,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:True,qofs:0,qpre:3,rntp:2,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,atwp:True,stva:1,stmr:255,stmw:255,stcp:2,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:9361,x:33687,y:32422,varname:node_9361,prsc:2|custl-441-RGB,alpha-441-A;n:type:ShaderForge.SFN_TexCoord,id:612,x:33135,y:32454,varname:node_612,prsc:2,uv:0,uaff:False;n:type:ShaderForge.SFN_Tex2d,id:441,x:33490,y:32494,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:node_441,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:True,tagnsco:False,tagnrm:False,tex:e31a63f585d176646a3a20814a548c71,ntxv:2,isnm:False|UVIN-5680-UVOUT;n:type:ShaderForge.SFN_Slider,id:6014,x:32655,y:32538,ptovrint:False,ptlb:angle,ptin:_angle,varname:node_6014,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:360;n:type:ShaderForge.SFN_Rotator,id:5680,x:33318,y:32478,varname:node_5680,prsc:2|UVIN-612-UVOUT,ANG-6275-OUT;n:type:ShaderForge.SFN_RemapRange,id:586,x:32973,y:32534,varname:node_586,prsc:2,frmn:0,frmx:360,tomn:0,tomx:2|IN-6014-OUT;n:type:ShaderForge.SFN_Pi,id:1212,x:33000,y:32694,varname:node_1212,prsc:2;n:type:ShaderForge.SFN_Multiply,id:6275,x:33134,y:32596,varname:node_6275,prsc:2|A-586-OUT,B-1212-OUT;proporder:441-6014;pass:END;sub:END;*/
Shader "SF/RotateTexture" {
Properties {
[PerRendererData]_MainTex ("MainTex", 2D) = "black" {}
_angle ("angle", Range(0, 360)) = 0
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_Stencil ("Stencil ID", Float) = 0
_StencilReadMask ("Stencil Read Mask", Float) = 255
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilComp ("Stencil Comparison", Float) = 8
_StencilOp ("Stencil Operation", Float) = 0
_StencilOpFail ("Stencil Fail Operation", Float) = 0
_StencilOpZFail ("Stencil Z-Fail Operation", Float) = 0
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform float _angle;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.pos = UnityObjectToClipPos( v.vertex );
return o;
}
float4 frag(VertexOutput i) : COLOR {
////// Lighting:
float node_5680_ang = ((_angle*0.005555556+0.0)*3.141592654);
float node_5680_spd = 1.0;
float node_5680_cos = cos(node_5680_spd*node_5680_ang);
float node_5680_sin = sin(node_5680_spd*node_5680_ang);
float2 node_5680_piv = float2(0.5,0.5);
float2 node_5680 = (mul(i.uv0-node_5680_piv,float2x2( node_5680_cos, -node_5680_sin, node_5680_sin, node_5680_cos))+node_5680_piv);
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(node_5680, _MainTex));
float3 finalColor = _MainTex_var.rgb;
return fixed4(finalColor,_MainTex_var.a);
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}