欢迎您访问程序员文章站本站旨在为大家提供分享程序员计算机编程知识!
您现在的位置是: 首页  >  IT编程

Unity shader实现*放大缩小效果

程序员文章站 2023-12-06 13:13:28
本文实例为大家分享了unity shader实现*放大缩小效果的具体代码,供大家参考,具体内容如下 代码: 以下实现的shader代码: shader...

本文实例为大家分享了unity shader实现*放大缩小效果的具体代码,供大家参考,具体内容如下

Unity shader实现*放大缩小效果

代码:

以下实现的shader代码:

shader "hidden/wave"
{
 properties
 {
 _maintex ("texture", 2d) = "white" {}
 _wavewidth("wave width",float) = 0.5
 _centerx("centerx",float)=0.5
 _centery("centery",float)=0.5
 }
 subshader
 {
 // no culling or depth
 cull off zwrite off ztest always

 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;
  };


  float _wavewidth;
  float _centerx;
  float _centery;
  v2f vert (appdata v)
  {
  v2f o;
  o.vertex = unityobjecttoclippos(v.vertex);
  o.uv = v.uv;
  return o;
  }
  
  sampler2d _maintex;

  fixed4 frag (v2f i) : sv_target
  {
  float2 center=float2(_centerx,_centery);
  float2 distance= center - i.uv;
  float x=center.x+ center.x*(-distance.x/center.x) *(1-_wavewidth);
  float y=center.y+ center.y*(-distance.y/center.y) *(1-_wavewidth);
  float2 uv = float2(x,y);
  return tex2d(_maintex, uv);  
  }
  endcg
 }
 }
}

主要的内容还是在frag中。

下面是挂在摄像机上的脚本:

using system.collections;
using system.collections.generic;
using unityengine;
 
public class wavecreame : monobehaviour {
 
 
  public shader waveshader = null;
  [range(0.0f,1f)]
  public float wavewidth = 0.3f;
  private material m_wavematerial = null;
  private float m_centerx = 0.5f;
  private float m_ctentery = 0.5f;
 // use this for initialization
 void start () {
    m_wavematerial = new material(waveshader);
 }
 
 // update is called once per frame
 void update () {
    vector3 pos = input.mouseposition;
    m_centerx = pos.x / screen.width;
    m_ctentery = pos.y / screen.height;
    if (input.getmousebutton(0)) {
      wavewidth += time.deltatime * 0.5f;
    }
    if (input.getmousebutton(1))
    {
      wavewidth -= time.deltatime * 0.5f;
    }
  }
 
  private void onrenderimage(rendertexture source, rendertexture destination)
  {
    if (waveshader == null || m_wavematerial == null) return;
    m_wavematerial.setfloat("_wavewidth", wavewidth);
    m_wavematerial.setfloat("_centerx", m_centerx);
    m_wavematerial.setfloat("_centery", m_ctentery);
    graphics.blit(source, destination, m_wavematerial);
  }
}

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。