序列帧动画
勾选纹理的Alpha is Transparency属性,并设置水平和竖直方向的数目,赋给创建的Quad
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unity Shaders Book/Chapter 11/Image Sequence Animation" {
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)
//包含所有关键帧图像的纹理
_MainTex ("Image Sequence", 2D) = "white" {
}
//水平和竖直方向关键帧图像的个数
_HorizontalAmount ("Horizontal Amount", Float) = 4
_VerticalAmount ("Vertical Amount", Float) = 4
//播放速度
_Speed ("Speed", Range(1, 100)) = 30
}
SubShader {
//序列帧图像通常是透明纹理
Tags {
"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Pass {
Tags {
"LightMode"="ForwardBase" }
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
float _HorizontalAmount;
float _VerticalAmount;
float _Speed;
struct a2v {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert (a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target {
//floor 对结果取整,得到模拟时间
float time = floor(_Time.y * _Speed);
//商作为行,余数作为列
float row = floor(time / _HorizontalAmount);
float column = time - row * _HorizontalAmount;
// half2 uv = float2(i.uv.x /_HorizontalAmount, i.uv.y / _VerticalAmount);
// uv.x += column / _HorizontalAmount;
// uv.y -= row / _VerticalAmount;
//计算子图像的纹理坐标范围
half2 uv = i.uv + half2(column, -row);
uv.x /= _HorizontalAmount;
uv.y /= _VerticalAmount;
fixed4 c = tex2D(_MainTex, uv);
c.rgb *= _Color;
return c;
}
ENDCG
}
}
FallBack "Transparent/VertexLit"
}
背景滚动
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unity Shaders Book/Chapter 11/Scrolling Background" {
Properties {
//第一层较远的背景
_MainTex ("Base Layer (RGB)", 2D) = "white" {
}
//第二层较近的背景
_DetailTex ("2nd Layer (RGB)", 2D) = "white" {