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@tsubaki
Last active March 30, 2019 00:55
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Shader "VertexRotation"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" "DisableBatching" = "True"}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// インスタンシング有効
#pragma multi_compile_instancing
// バッファを元にオブジェクトを生成する処理
// バッファはパーティクルが作ってくれる
#pragma instancing_options procedural:vertInstancingSetup // 追加
#include "UnityCG.cginc"
// vertInstancingSetupが定義されてるのでインクルードする
// 必ずUnityCG.cgincの後に追加
#include "UnityStandardParticleInstancing.cginc" // 追加
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
// InstancingのIDを定義しておく
UNITY_VERTEX_INPUT_INSTANCE_ID // 追加
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 color : TEXCOORD1;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _CurveStrength;
v2f vert(appdata v )
{
// インスタンシングのセットアップ
UNITY_SETUP_INSTANCE_ID(v); // 追加
v2f o;
float _Horizon = 100.0f;
float _FadeDist = 50.0f;
float4 rotVert = v.vertex;
rotVert.z = (v.vertex.z * cos(_Time.y * 3.14f) - v.vertex.x * sin(_Time.y * 3.14f)) ;
rotVert.x = (v.vertex.z * sin(_Time.y * 3.14f) + v.vertex.x * cos(_Time.y * 3.14f));
o.vertex = UnityObjectToClipPos(rotVert ) ;
float dist = UNITY_Z_0_FAR_FROM_CLIPSPACE(o.vertex.z);
o.vertex.y -= _CurveStrength * dist * dist * _ProjectionParams.x;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
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tsubaki commented Jan 30, 2018

animation 140

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