shader方式
//图片的WrapMode需要设置为Repeat
Shader "My/CirculationBg"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_ScrollXSpeed("X Scroll Speed",Range(0,10))=2
_ScrollYSpeed("Y Scroll Speed",Range(0,10))=0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _ScrollXSpeed;
fixed _ScrollYSpeed;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed2 uv=i.uv;
fixed xNew=_ScrollXSpeed*_Time;
fixed yNew=_ScrollYSpeed*_Time;
uv+=fixed2(xNew,yNew);
fixed4 col = tex2D(_MainTex, uv);
return col;
}
ENDCG
}
}
}
C#代码方式
原理为改变材质球的Offset值
同样需要设置图片的WrapMode为Repeat。
void Update()
{
Y += Time.deltaTime * speed;
//下面任意一个方法都可以
//material.SetTextureOffset("_MainTex",new Vector2 (0,Y));
material.mainTextureOffset = new Vector2(0, Y);
}