原理通过UV来采样序列帧的图片来实现序列帧动画
基本实现代码:
Shader "Custom/AnimShader" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
_SizeX ("row", Float) = 4
_SizeY ("line", Float) = 2
_Speed ("Speed", Float) = 150
}
SubShader {
CGPROGRAM
#pragma surface surf Lambert alpha
// 声明参数
fixed4 _Color;
sampler2D _MainTex;
uniform fixed _SizeX;
uniform fixed _SizeY;
uniform fixed _Speed;
// 获取_MainTex的UV信息定义输入结构体
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
// 获取单元格UV
float2 cellUV = float2(IN.uv_MainTex.x /_SizeX, IN.uv_MainTex.y /_SizeY);
// UV坐标值范围为0-1,获取单元格宽度
float deltaX = 1 / _SizeX; // 单元格增量宽度
float deltaY = 1 / _SizeY; // 单元格增量高度
// 当前播放总索引
int index = _Time * _Speed;
// 求列索引
int col = fmod(index, _SizeX);
// 求行索引
int row = index / _SizeX;
// 原始UV + 当前格增量
cellUV.x += col * deltaX;
cellUV.y += row * deltaY;
// 创建tex2d(材质,uv)*主色
fixed4 c = tex2D(_MainTex, cellUV) * _Color;
// RGB
o.Albedo = c.rgb;
// 透明度
o.Alpha = c.a;
}
ENDCG
}
}