使用UnityShader实现序列帧
实现原理------------------------------------------------------------------------------------
- 正确计算UV的偏移即可
fixed4 frag (v2f i) : SV_Target
{
float width= 1 / _SizeX;
float height = 1 / _SizeY;
float2 finalUV = i.uv;
finalUV.x *= 1 / _SizeX;
finalUV.y*= 1 / _SizeY;
int index = _Time.y*_Speed;
int xIndex = fmod(index, _SizeX);
int yIndex = index/ _SizeX;
finalUV.x += xIndex * width;
finalUV.y += yIndex * height;
fixed4 col = tex2D(_MainTex, finalUV);
return col;
}