学习帧动画的思路,附图
这套算法不支持CLAMP模式的贴图.实际用起来肯定会出乱子,所以网上看了其他大神的帧动画Shader写法,找到一个蛮好的附在这里,原文为:点击打开链接.
为了方便我把大神的代码贴在这里
Shader "Custom/SpriteAnimation"
{
Properties
{
_MainTex("main tex" ,2D) = ""{}
_Row("行",Int) = 1
_Column("列",Int) = 1
_Speed("speed",Range(0,10)) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
Pass
{
Blend One OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 pos:POSITION;
float2 uv:TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
int _Row;
int _Column;
float _Speed;
v2f vert(appdata_base v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
half4 frag(v2f IN) :COLOR
{
float2 uv = IN.uv;
float cellX = uv.x / _Column;
float cellY = uv.y / _Row;
//Sprite总数
int count = _Row * _Column;
//在0到count-1 范围内循环
int SpriteIndex = fmod(_Time.w*_Speed,count);
//当前Sprite所在行的下标
int SpriteRowIndx = (SpriteIndex / _Column);
//当前Sprite所在列的下标
int SpriteColumnIndex = fmod(SpriteIndex,_Column);
//因uv坐标左下角为(0,0),第一行为最底下一行,为了合乎我们常理,我们转换到最上面一行为第一行,eg:0,1,2-->2,1,0
SpriteRowIndx = (_Row - 1) - fmod(SpriteRowIndx,_Row);
//乘以1.0转为浮点数,不然加号右边,整数除以整数,还是整数(有误)
uv.x = cellX + SpriteColumnIndex*1.0 / _Column;
uv.y = cellY + SpriteRowIndx*1.0 / _Row;
half4 c = tex2D(_MainTex,uv);
return c;
}
ENDCG
}
}
FallBack "Diffuse"
}