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Question by Madbunny13 · Feb 14, 2013 at 11:41 PM · c#rotationtextureshaders

A shader that rotate the texture on an object

I was trying to rotate the texture by setting the matrix, the shader that I used was the diffuse shader with a pass that sets the matrix.

I'm not familiar with shader at all so the I just edited as less as I could

 Shader "Diffuse" {
 Properties {
     _Color ("Main Color", Color) = (1,1,1,1)
     _MainTex ("Base (RGB)", 2D) = "white" {}
 }
 SubShader {
     Tags { "RenderType"="Opaque" }
     LOD 200
 
 CGPROGRAM
 #pragma surface surf Lambert
 
 sampler2D _MainTex;
 fixed4 _Color;
 
 struct Input {
     float2 uv_MainTex;
 };
 
 void surf (Input IN, inout SurfaceOutput o) {
     fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
     o.Albedo = c.rgb;
     o.Alpha = c.a;
 }
 ENDCG
 }
 Pass{
     SetTexture[_MainTex]
     {
         Matrix[_Matrix]
     }
 }
 
 
 Fallback "VertexLit"
 }

and I used the below code for rotation

     AccumulatedTime += Time.deltaTime * Speed;
     Matrix4x4 matrix =  Matrix4x4.TRS(Vector2.zero, Quaternion.Euler(0, 0,AccumulatedTime), tiling);
     renderer.material.SetTextureOffset("_MainTex", Offset);
     renderer.material.SetMatrix("_Matrix1", matrix);


But the problem is that first: the shader then kills all lighting. Second problem is it only rotates the texture based on a corner probably (0,0), I wanted to rotate the texture from the center, so I thought maybe changing the UV would work..

Any ideas? Sorry for being such a noob about shaders.

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Answer by $$anonymous$$ · Feb 15, 2013 at 12:43 AM

check out this forum: Forum

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avatar image Madbunny13 · Feb 15, 2013 at 03:06 AM 0
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Thanks, although the lighting is still weird, but it did rotate on the center now :D

avatar image enviralDesigns · Dec 18, 2013 at 06:04 PM 0
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Im having some issues doing something similar but with multiple textures in the same shader rotating at different speeds.

Just out of curiosity, did you find a way to center pivot using the method in this thread? or did you convert to a fully shader based rotation from the linked thread?

Thanks!

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