shader之——序列shader

描述

  不用脚本,只用shader来实现序列动画

shader之——序列shader_第1张图片

代码如下

Shader "Effects/XuLie"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        
        _Color ("color",color) = (1,1,1,1)
        _AmountH ("AmountH",float) = 4 //水平方向
        _AmountV ("AmountV",float) = 4 //垂直方向

        _Speed ("speed",Range(1,100)) = 30
        
    
    }
    SubShader
    {
        Tags { "Queue"="Transparent" "RenderType"="Transparent" }
        LOD 100
        ZWrite Off
        Blend SrcAlpha One
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            
            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
                float2 uv2: TEXCOORD1;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;;
            float4 _Color;
            float _AmountH;
            float _AmountV;
            float _Speed;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                return o;
            }
            
            fixed4 frag (v2f i) : SV_Target
            {

                float time = floor(_Time.y * _Speed);//floor():取整,保证uv按照一定的间隔移动
                float row = floor(time / _AmountH);
                float column = time - row * _AmountH;
                half2 uv = i.uv + half2 (column ,-row);
                uv.x /= _AmountH ;
                uv.y /= _AmountV ;

                fixed4 col = tex2D(_MainTex, uv)*_Color;
                return col;
            }
            ENDCG
        }
    }
}

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