Shader "Custom/Roll" {
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
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
fixed4 _MainTint;
fixed _ScrollXSpeed;
fixed _ScrollYSpeed;
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed2 scrolledUV = IN.uv_MainTex;
fixed xScrollValue = _ScrollXSpeed * _Time;
fixed yScrollValue = _ScrollYSpeed * _Time;
scrolledUV += fixed2(xScrollValue, yScrollValue);
half4 c = tex2D(_MainTex, scrolledUV);
o.Albedo = c.rgb * _MainTint;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
可用作瀑布、河流、熔岩流等效果。
物体表面滚动纹理
最新推荐文章于 2024-07-19 17:56:42 发布