今天在学习Unity Shader 入门精要 第11章 滚动的背景时,按照书中所讲,写下的shader 却没有达到预期的效果
没有实现滚动,而是滚一会儿之后又跳回初始点
先上shader
Shader "Custom/RollBg"
{
Properties
{
_MainTex ("Base Layer (RGB)", 2D) = "white" {}
_DetailTex ("2nd Layer (RGB)", 2D) = "white" {}
_ScrollX ("Base layer Scroll Speed", Float) = 1.0
_Scroll2X ("2nd layer Scroll Speed", Float) = 1.0
_Multiplier ("Layer Multiplier", Float) = 1
}
SubShader
{
Tags {"RenderType"="Opaque" "Queue"="Geometry"}
Pass
{
Tags{"LightMode"="ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _DetailTex;
float4 _DetailTex_ST;
float _ScrollX;
float _Scroll2X;
float _Multiplier;
struct a2v
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
};
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex) + frac(float2(_ScrollX,0.0)*_Time.y);
o.uv.zw = TRANSFORM_TEX(v.texcoord,_DetailTex) + frac(float2(_Scroll2X,0.0)*_Time.y);
return o;
}
fixed4 frag (v2f i):SV_Target
{
fixed4 firstLayer = tex2D(_MainTex,i.uv.xy);
fixed4 secondLayer = tex2D(_DetailTex,i.uv.zw);
fixed4 c = lerp(firstLayer,secondLayer,secondLayer.a);
c.rgb *= _Multiplier;
return c;
}
ENDCG
}
}
FallBack "VertexLit"
}
最后才发现需要在背景图片设置里面将
Wrap Mode 由Clamp 改为Repeat
这样就可以了。