把脚本挂在摄像机上
using UnityEngine;
using System.Collections; [RequireComponent(typeof(Camera))]
public class PostEffectTwist : MonoBehaviour { public Material ma; void OnRenderImage(RenderTexture src, RenderTexture dest)
{
Graphics.Blit (src, dest, ma);
}
}
创建一个材质,再创建一个Shader
Shader "Hidden/NewImageEffectShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Angle ("Rotation", Float) = 0
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag #include "UnityCG.cginc" struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
}; struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
}; v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.uv;
return o;
} sampler2D _MainTex;
float _Angle; fixed4 frag (v2f i) : SV_Target
{
float2 uv = float2(i.uv.x-0.5,i.uv.y-0.5);
float f = distance(uv,float2(0,0));
float s = sin(lerp(0,_Angle,f));
float c = cos(lerp(0,_Angle,f));
// -c s
// s c uv = float2(-uv.x*c+uv.y*s,uv.x*s+uv.y*c);
uv = float2(uv.x+0.5,uv.y+0.5);
fixed4 col = tex2D(_MainTex, uv); return col;
}
ENDCG
}
}
}