学习传送门:
Unity Shader 学习笔记(18)纹理动画、顶点动画、广告牌技术
1.简单的UV滚动,可以做背景展示
需要注意
图片格式记得选择 repat
具体实现
Shader "Unlit/MoveUV"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_XSpeed("X轴方向的纹理滚动速度:", Range(0, 10)) = 1
_YSpeed("Y轴方向的纹理滚动速度:", Range(0, 10)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
};
struct v2f
{
float4 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _XSpeed;
fixed _YSpeed;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed2 UV = i.uv;
fixed xV = _XSpeed * _Time.x;
fixed yV = _YSpeed * _Time.y;
UV += fixed2(xV, yV);
fixed4 col = tex2D(_MainTex, UV);
return col;
}
ENDCG
}
}
}
2.星空旋转(UV)
Shader "Unlit/RotationUV"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_RotationSpeed("Rotation Speed", Float) = 2.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
uniform float _RotationSpeed;
float4 _MainTex_ST;
float4 CalculateRotation(float4 pos)
{
//先计算距离位置点距离原点的值
float2 div= (_MainTex_ST.xy / 2.0) + _MainTex_ST.zw;
float rot = _RotationSpeed * _Time.y;
pos.xy -= div;
float s, c;
sincos(radians(rot), s, c);
float2x2 rotMatrix = float2x2(c, -s, s, c);
pos.xy = mul(pos.xy, rotMatrix);
pos.xy += div;
return pos;
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv.xy = CalculateRotation(v.uv);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
3.顶点旋转
Shader "Unlit/RotataeVertices"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_RotationSpeed ("Rotation Speed", Float) = 2.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
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 _RotationSpeed;
float4 CalculateRotation(float4 pos)
{
float rotation=_RotationSpeed*_Time.y;
float s,c;
sincos(radians(rotation), s, c);
float2x2 rotMatrix=float2x2(c,-s,s,c);
pos.xy=mul(pos.xy,rotMatrix);
return pos;
}
v2f vert (appdata v)
{
v2f o;
float4 k=float4(v.vertex.x,v.vertex.z,1.0,1.0);
k=CalculateRotation(k);
o.vertex = UnityObjectToClipPos(float4(k.x,v.vertex.y,k.y,v.vertex.w));
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}