Twirl Node
Description
Applies a twirl warping effect similar to a black hole to the value of input UV. The center reference point of the warping effect is defined by input Center and the overall strength of the effect is defined by the value of input Strength. Input Offset can be used to offset the individual channels of the result.
Ports
Name | Direction | Type | Binding | Description |
---|---|---|---|---|
UV | Input | Vector 2 | UV | Input UV value |
Center | Input | Vector 2 | None | Center reference point |
Strength | Input | Vector 1 | None | Strength of the effect |
Offset | Input | Vector 2 | None | Individual channel offsets |
Out | Output | Vector 2 | None | Output UV value |
Generated Code Example
The following example code represents one possible outcome of this node.
void Unity_Twirl_float(float2 UV, float2 Center, float Strength, float2 Offset, out float2 Out)
{
float2 delta = UV - Center;
float angle = Strength * length(delta);
float x = cos(angle) * delta.x - sin(angle) * delta.y;
float y = sin(angle) * delta.x + cos(angle) * delta.y;
Out = float2(x + Center.x + Offset.x, y + Center.y + Offset.y);
}