Unity Shader 纹理动画 滚动的背景
作者:互联网
Shader "MyShader/ScrollingBackground"
{
Properties
{
_MainTex("Base Layer (RGB)",2D) = "white"{}
_DetailTex("2nd Layer (RGB)",2D) = "white"{}
_ScrollX("Base layer Scroll Speed",Float) = 1.0
_Scroll2X("2nd layer Scroll Speed",Float) = 1.0
_Multiplier("layer Multiplier",Float) = 1
}
SubShader
{
Tags{"RenderType" = "Opaque" "Queue" = "Geometry"}
Pass
{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _DetailTex;
float4 _MainTex_ST;
float4 _DetailTex_ST;
float _ScrollX;
float _Scroll2X;
float _Multiplier;
struct a2v
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex) + frac(float2(_ScrollX, 0.0) * _Time.y);
o.uv.zw = TRANSFORM_TEX(v.texcoord, _DetailTex) + frac(float2(_Scroll2X, 0.0) * _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 c = lerp(firstLayer, secondLayer, secondLayer.a);
c.rgb *= _Multiplier;
return c;
}
ENDCG
}
}
Fallback "Transparent/VertexLit"
}
参考 我买的 unity shader 入门精要
标签:动画,MainTex,fixed4,uv,Shader,Unity,v2f,float4,DetailTex 来源: https://blog.csdn.net/songhuanfei2017/article/details/100740439