实现原理:
纹理移动,模型静止
备注:uv坐标取值范围(0-1)
Shader "Hidden/River"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
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;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
float2 tmpUv=i.uv;
tmpUv.x +=_Time.x;
tmpUv.y +=_Time.y;
fixed4 col = tex2D(_MainTex, tmpUv); //_MainTex纹理采样
// just invert the colors
//col.rgb = 1 - col.rgb;
return col;
}
ENDCG
}
}
}