Cg入门23: Fragment shader – UV动画(序列帧)

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让动画从1-9循环播放此纹理




源代码:
Shader "Sbin/FragmentAnim"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
	}
	SubShader
	{
		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"

			sampler2D _MainTex;
			float4 _MainTex_ST;//纹理缩放偏移向量(Unity默认此变量赋值,变量名规则:纹理名_ST)

			struct v2f{
				float4 pos:POSITION;
				float2 uv:TEXCOORD0;
			};

			v2f vert (appdata_full v)
			{
				v2f o;
				o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
				o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
				return o;
			}

			fixed4 frag (v2f v) : COLOR
			{
				fixed4 col = tex2D(_MainTex, v.uv);//第一个参数:纹理,第二个参数UV向量
				return col;
			}
			ENDCG
		}
	}
}

using UnityEngine;
using System.Collections;

public class FragmentAnim : MonoBehaviour
{
    public int rowCount;    //行数
    public int columCount;  //列数

    public int fps;         //播放速度

    private int currentIndex;//当前播放索引值

    IEnumerator Start()
    {
        Material mat = GetComponent<Renderer>().material;

        float itemWidth = 1.0f / rowCount;      //每一帧宽度
        float itemHeight = 1.0f / columCount;   //每一帧高度

        while (true)
        {
            float offset_x = currentIndex % columCount * itemWidth;
            float offset_y = currentIndex / rowCount * itemHeight;

            mat.SetTextureScale("_MainTex", new Vector2(itemWidth, itemHeight));
            mat.SetTextureOffset("_MainTex", new Vector2(offset_x, offset_y));

            yield return new WaitForSeconds(1 / fps);

            currentIndex = (++currentIndex) % (rowCount * columCount);
        }
    }
}



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转载自blog.csdn.net/aa4790139/article/details/50964885