UnityShader 学习笔记 16 循环滚动的背景



Shader "_MyShader/8_Animation/1_Scroll"

{

    Properties

    {

        _MainTex ("Base Layer (RGB)", 2D) = "white" {}

            _DetailTex ("2nd Layer (RGB)", 2D) = "white" {}

            _ScrollX ("Base Layer Scrool Speed", float) = 1.0

            _Scroll2X ("2nd Layer Scrool Speed", float) = 1.0

            _Multiplier ("Layer Multiplier", float) = 1.0



    }

    SubShader

    {

        Tags { "RenderType"="Opaque" "Queue"="Geometry"}

        Pass

        {

            Tags { "LightMode"="ForwardBase" }

            CGPROGRAM

            #pragma vertex vert

            #pragma fragment frag



            #include "UnityCG.cginc"





            sampler2D _MainTex;

            float4 _MainTex_ST;

            sampler2D _DetailTex;

            float4 _DetailTex_ST;

            float _ScrollX;

            float _Scroll2X;

            float _Multiplier;





            struct a2v {

                float4 vertex:POSITION;

                float4 texcoord:TEXCOORD;

            };



            struct v2f {

                float4 pos:SV_POSITION;

                float4 uv:TEXCOORD1;

            };





            v2f vert(a2v v){

                v2f o;

                o.pos=mul(UNITY_MATRIX_MVP,v.vertex);



                o.uv.xy=TRANSFORM_TEX(v.texcoord,_MainTex) + frac(float2(_ScrollX,0)*_Time.y);

                o.uv.zw=TRANSFORM_TEX(v.texcoord,_DetailTex) + frac(float2(_Scroll2X,0)*_Time.y);



                return o;

            }





            fixed4 frag(v2f i):SV_Target{

                fixed4 firstLayer = tex2D(_MainTex,i.uv.xy);

                fixed4 secondLayer = tex2D(_DetailTex,i.uv.zw);



                fixed4 col = lerp(firstLayer,secondLayer,secondLayer.a);

                col.rgb *= _Multiplier;

                return col;

            }





            ENDCG

        }

    }



    FallBack "VertexLit"

}




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