Shader_UV平移,模拟水流效果

直接上源码,需要的自取,通过更改X,Y来改变方向及速度

第一种:


Shader "UI/Flow UV" {

	Properties{
		_MainTex("Base (RGB)", 2D) = "white" {}
		_MainTint("Diffuse Tint", Color) = (1, 1, 1, 1)
		// 通过调整正负及值来改变方向与速度
		_ScrollXSpeed("XSpeed", Range(-10, 50)) = -1
		_ScrollYSpeed("YSpeed", Range(-10, 50)) = 15
	}

	SubShader{
		Tags{ "RenderType" = "Opaque" }
		LOD 200

		CGPROGRAM
#pragma surface surf Lambert

		sampler2D _MainTex;
		float _ScrollXSpeed;
		float _ScrollYSpeed;
		fixed4 _MainTint;

		struct Input {
			float2 uv_MainTex;
		};

		void surf(Input IN, inout SurfaceOutput o)
		{
			fixed2 scrolledUV = IN.uv_MainTex;

			fixed xScrollOffset = _ScrollXSpeed * _Time;
			fixed yScrollOffset = _ScrollYSpeed * _Time;

			scrolledUV += fixed2(xScrollOffset,yScrollOffset);

			half4 c = tex2D(_MainTex, scrolledUV);
			o.Albedo = c.rgb * _MainTint;
			o.Alpha = c.a;
		}

	ENDCG

	}

	FallBack "Diffuse"
}

第二种: 

Shader "UI/MoveUV"
{
	Properties
	{
		_MainTex("Texture", 2D) = "white" {}
		_SpeedX("SpeedX",Range(-4,4)) = 1
		_SpeedY("SpeedY",Range(-4,4)) = 1
	}
	SubShader
	{
		Tags{ 
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
			"PreviewType" = "Plane"
			"CanUseSpriteAtlas" = "True"
		}



		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag			
			#include "UnityCG.cginc"

			sampler2D _MainTex;
			float _SpeedX;
			float _SpeedY;

			struct a2v {
				float4 vertex:POSITION;
				float4 texcoord:TEXCOORD;
			};
			struct v2f {
				float4 pos:POSITION;
				float4 uv:texcoord;
			};

			v2f vert(a2v v) {
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				o.uv = v.texcoord;
				return o;
			}

			fixed4 frag(v2f i) :SV_Target{
				//平移
				fixed2 uv = i.uv;
				uv = float2( uv.x - _Time.x * _SpeedX, uv.y - _Time.y * _SpeedY);
				fixed4 c = tex2D(_MainTex, uv);
				return c;
			}
			ENDCG
		}
	}
}

 

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