Unity 图片镜像翻转Shader
通过shader将照片水平、垂直方向镜像翻转,比通过Texture2D逐像素操作快多了
Shader "Unlit/Mirror"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MirrorU("水平镜像翻转",float)=0
_MirrorV("竖直镜像翻转",float)=0
}
SubShader
{
Tags {"RenderType" = "Opaque" "Queue" = "Geometry"}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
float _MirrorU;
float _MirrorV;
struct a2v{
float4 vertex : POSITION;
float3 texcoord : TEXCOORD0;
};
struct v2f{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(a2v v){
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
if(_MirrorU>0){
o.uv.x = 1 - o.uv.x;//Flip the coordinates to get the image sampling data
}
if(_MirrorV>0){
o.uv.y = 1 - o.uv.y;//Flip the coordinates to get the image sampling data
}
return o;
}
fixed4 frag(v2f i) : SV_Target{
return tex2D(_MainTex,i.uv);
}
ENDCG
}
}
FallBack off
}
C#代码这样调用
Material mirror;//用于水平镜像翻转的shader
/// <summary>
/// 镜像翻转
/// </summary>
/// <returns></returns>
public RenderTexture Mirror(Texture tex, bool isMirrorU, bool isMirrorV)
{
RenderTexture rt = RenderTexture.GetTemporary(tex.width, tex.height, 0, RenderTextureFormat.ARGB32);
mirror.SetFloat("_MirrorU", isMirrorU ? 1 : 0);//是否水平镜像翻转
mirror.SetInt("_MirrorV", isMirrorV ? 1 : 0);//是否竖直镜像翻转
Graphics.Blit(tex, rt, mirror);
return rt;
}
保存shader处理过的图片
Texture2D t2 = new Texture2D(rt.width, rt.height);
t2.ReadPixels(new UnityEngine.Rect(0, 0, rt.width, rt.height), 0, 0);
t2.Apply();
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