simple: 需要将图片设置成 repeat 模式
Shader "Monkey/UIT2DUV"
{
Properties
{
_MainTex("Main Texture (RGB)", 2D) = "white" {}
_Speed("Speed",Vector) = (0,0,0,0)
}
SubShader
{
Tags { "Queue" = "Transparent"}
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
struct a2f {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos: POSITION;
float2 uv: TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
Vector _Speed;
v2f vert(a2f v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex) - frac(_Speed * _Time.y);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float4 col1 = tex2D(_MainTex,i.uv);
return col1;
}
ENDCG
}
}
Fallback "Transparent/Cutout/VertexLit"
}
注意点:
1. 基于shader创建的材质球直接赋值到 Image组件的 material
2. 该图片使用 PSD 格式 (不要使用PNG和JPG等格式,不然移动会有拖尾)
效果如下:
Shader "Unlit/ImageUVShader"
{
Properties
{
_MainTex ("Main Texture (RGB)", 2D) = "white" {}
_ScrollXMain("ScrollX Main",Range(0,1)) = 0
_Mutiply("Mutiply",float) = 1
}
SubShader
{
Tags { "Queue"="Transparent"}
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
struct a2f{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f{
float4 pos: POSITION;
float2 uv: TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _ScrollXMain;
float _Mutiply;
v2f vert (a2f v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex)- frac(float2(_ScrollXMain,0.0)*_Time.y);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float4 col1 = tex2D(_MainTex,i.uv);
return col1;
}
ENDCG
}
}
Fallback "Transparent/Cutout/VertexLit"
}