表面着色器实现:
Shader "AnimatedSprite"
{
Properties
{
_MainTex("Base(RGB)",2D) = ""{}
_CellAmount("Cell Amount",Float) = 9.0
_Speed("Speed",Range(0.01,32)) = 12
}
SubShader
{
Tags{"RenderType" = "Opaque"}
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
fixed _CellAmount;
fixed _Speed;
struct Input
{
half2 uv_MainTex;
};
void surf(Input IN,inout SurfaceOutput o)
{
half2 spriteUV = IN.uv_MainTex;
float timeVal = fmod(_Speed * _Time.y,_CellAmount);
timeVal = ceil(timeVal);
float xValue = spriteUV.x + timeVal;
xValue /= _CellAmount;
spriteUV = half2(xValue,spriteUV.y);
fixed4 col = tex2D(_MainTex,spriteUV);
o.Albedo = col.rgb;
o.Alpha = col.a;
}
ENDCG
}
FallBack "Diffuse"
}
顶点-片元着色器实现:
Shader "AnimatedSprite"
{
Properties
{
_MainTex("Base(RGB)",2D) = ""{}
_CellAmount("Cell Amount",Float) = 0.0
_Speed("Speed",Range(0.01,32)) = 12
}
SubShader
{
Pass
{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
sampler2D _MainTex;
fixed4 _MainTex_ST;
fixed _CellAmount;
fixed _Speed;
struct a2v
{
float4 vertex:POSITION;
float4 texcoord:TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float4 pos:SV_POSITION;
half2 uv:TEXCOORD0;
float3 worldPos:TEXCOORD1;
float3 worldNormal:TEXCOORD2;
};
v2f vert(a2v v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
half2 uv = TRANSFORM_TEX(v.texcoord,_MainTex);
float timeVal = fmod(_Time.y * _Speed,_CellAmount);
timeVal = ceil(timeVal);
uv.x += timeVal;
uv.x /= _CellAmount;
o.uv = uv;
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
o.worldNormal = UnityObjectToWorldNormal(v.normal);
return o;
}
fixed4 frag(v2f i):SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 albedo = tex2D(_MainTex,i.uv).rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0,dot(worldNormal,lightDir));
return fixed4(ambient + diffuse,1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}