Unity UGUI Image UV移动shader

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"

}

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