Shader "Unlit/anmiation"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_HorAmount("HorAmount",float)=4
_VerAmount("VerAmount",float)=4
_Speed("Speed",Range(1,100))=30
}
SubShader
{
Tags { "RenderType"="Transparent" "IngnoreProjector"="True" "Queue"="Transparent" }
LOD 100
Pass
{
ZWrite off
Blend SrcAlpha One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _HorAmount;
float _VerAmount;
float _Speed;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float time =floor(_Time.y*_Speed);
float row=floor(time/_HorAmount);
float column=time - row*_HorAmount;
half2 uv=i.uv+half2(column,-row);
uv.x/=_HorAmount;
uv.y/=_VerAmount;
// sample the texture
fixed4 col = tex2D(_MainTex, uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
CG序列帧动画
最新推荐文章于 2024-01-26 13:03:40 发布