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Question by
52cwalk · Mar 12, 2015 at 02:42 PM ·
shadertexturegraphicsdistortion
GPUImage shader convert to unity3d shader
hello every !
I need the distort the texture in unity3d ,
so I convert the GPUImageStretchDistortionFilter glsl to unity3d shader ,it is right disply on pc 。but when I run ios device or andorid device .it is wrong for this .I very Confusion for it.thank you very much.
this is the GPUImage shader
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp vec2 center;
void main()
{
highp vec2 normCoord = 2.0 * textureCoordinate - 1.0;
highp vec2 normCenter = 2.0 * center - 1.0;
normCoord -= normCenter;
mediump vec2 s = sign(normCoord);
normCoord = abs(normCoord);
normCoord = 0.5 * normCoord + 0.5 * smoothstep(0.25, 0.5, normCoord) * normCoord;
normCoord = s * normCoord;
normCoord += normCenter;
mediump vec2 textureCoordinateToUse = normCoord / 2.0 + 0.5;
gl_FragColor = texture2D(inputImageTexture, textureCoordinateToUse );
}
this is my unity3d shader
Shader "Custom/Custom-test" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata_full v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
float4 frag(v2f i) : COLOR
{
float2 tc = i.uv;
float2 normCoord = 2.0 * tc -1.0;
float2 center = float2(0.5,0.5);
float2 normCenter = 2.0 * center -1.0;
normCoord -= normCenter;
float2 s = sign(normCoord);
normCoord = abs( normCoord);
normCoord = 0.5 * normCoord + 0.5 * smoothstep(0.25,0.5,normCoord) * normCoord;
normCoord = s * normCoord;
normCoord += normCenter;
float2 newTc = normCoord /2.0f + 0.5;
float3 color = tex2D(_MainTex, newTc).rgb;
return float4(color, 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
this is the right effect image on pc :
dd5.jpg
(266.6 kB)
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