Dec
21
2015

Matrix Playground Shader

matrix_playground_shader_unity

Finally decided to try shader matrices.. (because having issues with custom billboard shader)

Doing Translate, Scale, Rotations with matrix operations seems quite simple actually!

Would had been totally lost without these two links:
http://www.codinglabs.net/article_world_view_projection_matrix.aspx
http://www.gamedev.net/topic/610115-solved-rotation-deforming-mesh-opengl-es-20/#entry4859756

How to use the shader:
– Get the source below, copy to your project
– Create new material, assign this shader to that material
– Create default box 3D object, assign the material to that
– Try adjusting the shader values on that material

Current shader source: *Annoying how github gist breaks the formatting.. click the filename below the source to view in github


// Matrix PlayGround Shader – UnityCoder.com
// References:
// Matrices http://www.codinglabs.net/article_world_view_projection_matrix.aspx
// Rotation: http://www.gamedev.net/topic/610115-solved-rotation-deforming-mesh-opengl-es-20/#entry4859756
Shader "UnityCoder/MatrixPlayground"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_tX ("TranslateX", float) = 0
_tY ("TranslateY", float) = 0
_tZ ("TranslateZ", float) = 0
_sX ("ScaleX", float) = 1
_sY ("ScaleY", float) = 1
_sZ ("ScaleZ", float) = 1
_rX ("RotateX", float) = 0
_rY ("RotateY", float) = 0
_rZ ("RotateZ", float) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
//Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _tX,_tY,_tZ;
float _sX,_sY,_sZ;
float _rX,_rY,_rZ;
v2f vert (appdata v)
{
v2f o;
float4x4 translateMatrix = float4x4(1, 0, 0, _tX,
0, 1, 0, _tY,
0, 0, 1, _tZ,
0, 0, 0, 1);
float4x4 scaleMatrix = float4x4(_sX, 0, 0, 0,
0, _sY,0, 0,
0, 0, _sZ,0,
0, 0, 0, 1);
float angleX = radians(_rX);
float c = cos(angleX);
float s = sin(angleX);
float4x4 rotateXMatrix = float4x4( 1, 0, 0, 0,
0, c, -s, 0,
0, s, c, 0,
0, 0, 0, 1);
float angleY = radians(_rY);
c = cos(angleY);
s = sin(angleY);
float4x4 rotateYMatrix = float4x4( c, 0, s, 0,
0, 1, 0, 0,
-s, 0, c, 0,
0, 0, 0, 1);
float angleZ = radians(_rZ);
c = cos(angleZ);
s = sin(angleZ);
float4x4 rotateZMatrix = float4x4( c, -s, 0, 0,
s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
float4 localVertexPos = v.vertex;
// NOTE: the order matters, try scaling first before translating, different results
float4 localTranslated = mul(translateMatrix,localVertexPos);
float4 localScaledTranslated = mul(localTranslated,scaleMatrix);
float4 localScaledTranslatedRotX = mul(localScaledTranslated,rotateXMatrix);
float4 localScaledTranslatedRotXY = mul(localScaledTranslatedRotX,rotateYMatrix);
float4 localScaledTranslatedRotXYZ = mul(localScaledTranslatedRotXY,rotateZMatrix);
o.vertex = mul(UNITY_MATRIX_MVP, localScaledTranslatedRotXYZ);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}

 


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