1.代码
r = sin(PI * r / 2)
Shader "Custom/AngleTwist"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#define PI 3.14159265359
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
//这样定义不行
//float PI = 3.1415926;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//i.uv -= 0.5;
float2 center = float2(0.5,0.5);
float r = length(i.uv - center);
r = sin(PI * r / 2.0);
float phi = atan2(i.uv.y - 0.5,i.uv.x - 0.5);
i.uv.x = r * cos(phi) + 0.5;
i.uv.y = r * sin(phi) + 0.5;
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
效果:
2.r = 2 * asin(r) / PI
Shader "Custom/AngleTwist"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#define PI 3.14159265359
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
//这样定义不行
//float PI = 3.1415926;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//i.uv -= 0.5;
float2 center = float2(0.5,0.5);
float r = length(i.uv - center);
r = 2 * asin(r * 2) / PI;
float phi = atan2(i.uv.y - 0.5,i.uv.x - 0.5);
i.uv.x = r * cos(phi) + 0.5;
i.uv.y = r * sin(phi) + 0.5;
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
效果:
注意:
定义常量用#define