Shader "Sbin/FragmentAnim"{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;//紋理縮放偏移向量(Unity默認此變量賦值,變量名規則:紋理名_ST)
struct v2f{
float4 pos:POSITION;
float2 uv:TEXCOORD0;
};
v2f vert (appdata_full v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
return o;
}
fixed4 frag (v2f v) : COLOR
{
fixed4 col = tex2D(_MainTex, v.uv);//第一個參數:紋理,第二個參數UV向量
return col;
}
ENDCG
}
}
}
using UnityEngine;using System.Collections;public class FragmentAnim : MonoBehaviour{ public int rowCount; //行數 public int columCount; //列數 public int fps; //播放速度 private int currentIndex;//當前播放索引值 IEnumerator Start() { Material mat = GetComponent<Renderer>().material; float itemWidth = 1.0f / rowCount; //每一幀寬度 float itemHeight = 1.0f / columCount; //每一幀高度 while (true) { float offset_x = currentIndex % columCount * itemWidth; float offset_y = currentIndex / rowCount * itemHeight; mat.SetTextureScale("_MainTex", new Vector2(itemWidth, itemHeight)); mat.SetTextureOffset("_MainTex", new Vector2(offset_x, offset_y)); yield return new WaitForSeconds(1 / fps); currentIndex = (++currentIndex) % (rowCount * columCount); } }}
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