Shader "Custom/UVAnimation"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_ScrollY("ScrollY", Float) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
float _ScrollY;
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;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex) + frac(float2(0, _ScrollY));
// frac返回输入值的小数部分。
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
Fallback "VertexLit"
}
using UnityEngine;
using UnityEngine.UI;
public class UVAnimation : MonoBehaviour
{
private ScrollRect scrollRect;
private Image image;
private Material material;
private float rate = 0.0f;
void Start()
{
scrollRect = GetComponent<ScrollRect>();
image = GetComponent<Image>();
material = image.material;
float selfHeight = GetComponent<RectTransform>().sizeDelta.y;
float contentHeight = scrollRect.content.sizeDelta.y;
rate = (contentHeight - selfHeight) / selfHeight;
}
private void Update()
{
float posY = scrollRect.verticalNormalizedPosition * rate - 1;
material.SetFloat("_ScrollY", posY);
}
}