84 lines
2.3 KiB
Plaintext
84 lines
2.3 KiB
Plaintext
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Shader "Custom/CameraRotate"
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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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_Rotation ("Rotation", Float) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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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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#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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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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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 _Rotation;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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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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float2 uv = i.uv;
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// 顺时针旋转90度
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float angle = -1.57079633; // -90度转弧度
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float s = sin(angle);
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float c = cos(angle);
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// 将UV中心移到(0.5, 0.5)
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uv -= 0.5;
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// 旋转
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float2 rotatedUV;
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rotatedUV.x = uv.x * c - uv.y * s;
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rotatedUV.y = uv.x * s + uv.y * c;
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// 移回中心
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rotatedUV += 0.5;
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// 从中心截取横向区域
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// 旋转后的画面是竖向的,需要截取中间横向部分
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float aspectRatio = 0.6; // 预览框宽高比 / 旋转后相机宽高比
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float2 scale = float2(1.0, aspectRatio);
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float2 offset = float2(0.0, (1.0 - aspectRatio) * 0.5);
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rotatedUV = rotatedUV * scale + offset;
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// 裁剪越界
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if (rotatedUV.x < 0 || rotatedUV.x > 1 || rotatedUV.y < 0 || rotatedUV.y > 1)
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return fixed4(0, 0, 0, 1);
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fixed4 col = tex2D(_MainTex, rotatedUV);
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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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