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Untiy Shader实现纹理贴图滚动

发布时间:2020-6-25 10:37

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猪先飞。

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