Unity Shader总结(十一)——纹理动画

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" {
   
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