UVScolling 效果


参考:

	Properties 
	{
		_MainTint ("Diffuse Tint", Color) = (1,1,1,1)
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_ScrollXSpeed ("X Scroll Speed", Range(0, 10)) = 2
		_ScrollYSpeed ("Y Scroll Speed", Range(0, 10)) = 2
	}
	
	SubShader 
	{
		Tags { "RenderType"="Opaque" }
		LOD 200
		
		CGPROGRAM
		#pragma surface surf Lambert

		fixed4 _MainTint;
		fixed _ScrollXSpeed;
		fixed _ScrollYSpeed;
		sampler2D _MainTex;

		struct Input 
		{
			float2 uv_MainTex;
		};

		void surf (Input IN, inout SurfaceOutput o) 
		{
			//Create a seperate variable to store our uvs 
			//before we pass them to the tex2D() function
			fixed2 scrolledUV = IN.uv_MainTex;
			
			//Create variables that store the individual x and y 
			//components for the uv's scaled by time
			fixed xScrollValue = _ScrollXSpeed * _Time;
			fixed yScrollValue = _ScrollYSpeed * _Time;
			
			//Apply the final uv offset
			scrolledUV += fixed2(xScrollValue, yScrollValue);
			
			//Apply textures and tint
			half4 c = tex2D (_MainTex, scrolledUV);
			o.Albedo = c.rgb * _MainTint;
			o.Alpha = c.a;
		}
		ENDCG
	} 
	FallBack "Diffuse"


评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值