Shader "Unlit/boom"
{
Properties
{
_Color("Color",Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
_HorizontalAmount("HA",Float) = 8 //行帧的个数
_VerticalAmount("VA",Float) = 8 //有多少行
_Speed("Speed",Range(1,100)) = 30
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
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;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _HorizontalAmount;
float _VerticalAmount;
float _Speed;
fixed4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
/*float time = floor(_Time.y * _Speed);
float row_off = 1 / _HorizontalAmount;//每个单位的偏移
float column_off = 1 / _VerticalAmount;
float row = floor(time / _HorizontalAmount);
float column = time - row * _HorizontalAmount;
float2 uv;//起始位置 + 偏移
uv.x = i.uv.x / _HorizontalAmount + column_off * column;
uv.y = i.uv.y / _VerticalAmount - row * row_off;*/
//如果看不懂,看上面好理解点,这里整合了
float time = floor(_Time.y * _Speed);
float row = floor(time / _HorizontalAmount);
float column = time - row * _HorizontalAmount;
half2 uv = i.uv + half2(column, -row);//column和row都为整数,后面处理Amount后,相当于 colomn * 1 / _HorizontalAmount 对应上面
uv.x /= _HorizontalAmount;
uv.y /= _VerticalAmount;
fixed4 col = tex2D(_MainTex, uv) * _Color;
return col;
}
ENDCG
}
}
}在Unity中,纹理坐标在竖直方向上是由下往上逐渐变大的,所以是-row,将方向由上往下播放。
