UVScolling 效果

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参考:

Properties {_MainTint ("Diffuse Tint", Color) = (1,1,1,1)_MainTex ("Base (RGB)", 2D) = "white" {}_ScrollXSpeed ("X Scroll Speed", Range(0, 10)) = 2_ScrollYSpeed ("Y Scroll Speed", Range(0, 10)) = 2}SubShader {Tags { "RenderType"="Opaque" }LOD 200CGPROGRAM#pragma surface surf Lambertfixed4 _MainTint;fixed _ScrollXSpeed;fixed _ScrollYSpeed;sampler2D _MainTex;struct Input {float2 uv_MainTex;};void surf (Input IN, inout SurfaceOutput o) {//Create a seperate variable to store our uvs //before we pass them to the tex2D() functionfixed2 scrolledUV = IN.uv_MainTex;//Create variables that store the individual x and y //components for the uv's scaled by timefixed xScrollValue = _ScrollXSpeed * _Time;fixed yScrollValue = _ScrollYSpeed * _Time;//Apply the final uv offsetscrolledUV += fixed2(xScrollValue, yScrollValue);//Apply textures and tinthalf4 c = tex2D (_MainTex, scrolledUV);o.Albedo = c.rgb * _MainTint;o.Alpha = c.a;}ENDCG} FallBack "Diffuse"