Untiy Shader实现纹理贴图滚动
滚动纹理,可以实现一些如瀑布,河流,熔岩流等效果,本质上就是UV坐标的偏移,在Unity中新建一个Shader,然后修改成下面代码的样子,新建一个材质,选择此shader,赋予一张贴图,然后将材质应用于一个mesh上,运行即可看到效果
Shader "Custom/UVOffset" { Properties { _MainTint("Diffuse Tine",Color) = (1,1,1,1) _MainTex("Base (RGB)",2D) = "white"{} _ScrollXSpeed("X Scroll Speed",Range(0,10)) = 0 _ScrollYSpeed("Y Scroll Speed",Range(0,10)) = 2 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 // 定义 Properties 中的属性 fixed4 _MainTint; fixed _ScrollXSpeed; fixed _ScrollYSpeed; sampler2D _MainTex; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutputStandard o) { fixed2 scrolledUV = IN.uv_MainTex; fixed xScrollValue = _ScrollXSpeed * _Time; fixed yScrollValue = _ScrollYSpeed * _Time; scrolledUV += fixed2(xScrollValue,yScrollValue); // 对贴图进行采样输出 half4 c = tex2D(_MainTex,scrolledUV); o.Albedo = c.rgb * _MainTint; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持我们。
赞 (0)