81 lines
1.5 KiB
Plaintext
81 lines
1.5 KiB
Plaintext
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Unlit/CurvedRotation"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" "DisableBatching" = "True"}
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 color : TEXCOORD1;
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UNITY_FOG_COORDS(2)
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _CurveStrength;
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v2f vert(appdata v)
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{
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v2f o;
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float _Horizon = 100.0f;
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float _FadeDist = 50.0f;
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float4 rotVert = v.vertex;
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rotVert.z = v.vertex.z * cos(_Time.y * 3.14f) - v.vertex.x * sin(_Time.y * 3.14f);
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rotVert.x = v.vertex.z * sin(_Time.y * 3.14f) + v.vertex.x * cos(_Time.y * 3.14f);
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o.vertex = UnityObjectToClipPos(rotVert);
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float dist = UNITY_Z_0_FAR_FROM_CLIPSPACE(o.vertex.z);
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o.vertex.y -= _CurveStrength * dist * dist * _ProjectionParams.x;
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.color = v.color;
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UNITY_TRANSFER_FOG(o, o.vertex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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// sample the texture
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fixed4 col = tex2D(_MainTex, i.uv) * i.color;
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// apply fog
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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}
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