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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"
- #include "Preview.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
- }
- }
- }
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