新建一个Quad物体,使其Transform.Position为0,0,0。LocalScale为1,1,1。由于Quad为3D物体,设置摄像机的Projection的Projectrion为Orthographic,Pisition为0,0,-50。设置Size1.96
在项目的文件夹内新建一个材质,在Inspector视图下设置材质的Shader为Unlit/Transparent。
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public Material _material;
public MeshRenderer quad;
public Texture2D tex;
...
float screenWidth = 0, screenHeight = 0;
screenWidth = UnityEngine.Screen.width/100f/2f;//获得屏幕一半的宽度
screenHeight = UnityEngine.Screen.height / 100f / 2f;//获得屏幕一半的高度
_material = quad.GetComponent<Renderer>().material;
_material.mainTexture = tex;//改变 quad的材质的图片
quad.transform.localScale = new Vector3(screenWidth, screenHeight,0);//使得quad实体的大小与屏幕大小一致
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void Update()
{
_material.mainTextureOffset = new Vector2(Time.time * speed, 0);//水平滚动
_material.mainTextureOffset = new Vector2(0, Time.time * speed);//垂直滚动
}
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