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|
Shader "Hidden/RotatorNode"
{
Properties
{
_A ("_UVs", 2D) = "white" {}
_B ("_Anchor", 2D) = "white" {}
_C ("_RotTimeTex", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _A;
sampler2D _B;
sampler2D _C;
float _UsingEditor;
float _EditorTime;
float4 frag(v2f_img i) : SV_Target
{
float multiplier = tex2D ( _C, i.uv ).r;
float time = _EditorTime*multiplier;
if ( _UsingEditor == 0 )
{
time = multiplier;
}
float cosT = cos( time );
float sinT = sin( time );
float2 a = tex2D( _B, i.uv ).rg;
return float4( mul( tex2D( _A, i.uv ).xy - a, float2x2( cosT, -sinT, sinT, cosT ) ) + a, 0, 1 );
}
ENDCG
}
}
}
|