首页 > 编程 > C# > 正文

Untiy Shader实现纹理贴图滚动

2020-01-24 00:08:01
字体:
来源:转载
供稿:网友

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武林网。

发表评论 共有条评论
用户名: 密码:
验证码: 匿名发表