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73 lines
1.8 KiB
73 lines
1.8 KiB
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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Shader "Unity Shaders Book/Chapter 11/Image Sequence Animation" { |
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Properties { |
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_Color ("Color Tint", Color) = (1, 1, 1, 1) |
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_MainTex ("Image Sequence", 2D) = "white" {} |
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_HorizontalAmount ("Horizontal Amount", Float) = 4 |
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_VerticalAmount ("Vertical Amount", Float) = 4 |
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_Speed ("Speed", Range(1, 100)) = 30 |
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} |
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SubShader { |
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} |
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Pass { |
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Tags { "LightMode"="ForwardBase" } |
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ZWrite Off |
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Blend SrcAlpha OneMinusSrcAlpha |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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fixed4 _Color; |
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sampler2D _MainTex; |
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float4 _MainTex_ST; |
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float _HorizontalAmount; |
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float _VerticalAmount; |
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float _Speed; |
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struct a2v { |
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float4 vertex : POSITION; |
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float2 texcoord : TEXCOORD0; |
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}; |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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}; |
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v2f vert (a2v v) { |
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v2f o; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); |
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return o; |
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} |
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fixed4 frag (v2f i) : SV_Target { |
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float time = floor(_Time.y * _Speed); |
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float row = floor(time / _HorizontalAmount); |
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float column = time - row * _HorizontalAmount; |
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// half2 uv = float2(i.uv.x /_HorizontalAmount, i.uv.y / _VerticalAmount); |
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// uv.x += column / _HorizontalAmount; |
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// uv.y -= row / _VerticalAmount; |
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half2 uv = i.uv + half2(column, -row); |
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uv.x /= _HorizontalAmount; |
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uv.y /= _VerticalAmount; |
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fixed4 c = tex2D(_MainTex, uv); |
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c.rgb *= _Color; |
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return c; |
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} |
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ENDCG |
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} |
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} |
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FallBack "Transparent/VertexLit" |
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}
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