Unity | 工具类-UV滚动

一、内置渲染管线Shader

Shader"Custom/ImageRoll" 
{
	Properties 
	{
		_MainTex ("Main Tex", 2D) = "white" {}
		
    	_Width ("Width", float) = 0.5
    	_Distance ("Distance", float) = 0
	}
	
	SubShader 
	{
		Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
		
		Pass 
		{
			Tags { "LightMode"="ForwardBase" }
ZTest off

ZWrite Off

Blend SrcAlpha
OneMinusSrcAlpha
			
			CGPROGRAM
			#pragma vertex vert  
			#pragma fragment frag
#include "UnityCG.cginc"
		
sampler2D _MainTex;
float _Width;
float _Distance;
			  
struct a2v
{
    float4 vertex : POSITION;
    float2 texcoord : TEXCOORD0;
};
			
struct v2f
{
    float4 pos : SV_POSITION;
    float2 uv : TEXCOORD0;
};
			
v2f vert(a2v v)
{
    v2f o;
    o.pos = UnityObjectToClipPos(v.vertex);
				
    o.uv.x = v.texcoord.x;
    o.uv.y = v.texcoord.y;
    return o;
}
			
fixed4 frag(v2f i) : SV_Target
{
    i.uv.x = frac(i.uv.x * _Width + _Distance);
    fixed4 c = tex2D(_MainTex, i.uv);
    return c;
}
			ENDCG
		}  
	}
FallBack"Transparent/VertexLit"
}

二、URP渲染管线Shader

Shader "Custom/ImageRollURP"{
    Properties
    {
        _MainTex("Texture", 2D) = "white" {}
        _Distance("Distance", Float) = 0
    }
    SubShader
    {
        Tags { "RenderType"="Transparent" "Queue"="Transparent" }
        LOD 100

        Pass
        {
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_local _ DISTANCE_ON

            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

            struct Attributes
            {
                float4 position : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct Varyings
            {
                float4 position : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            float _Distance;

            Varyings vert(Attributes IN)
            {
                Varyings OUT;
                OUT.position = TransformObjectToHClip(IN.position.xyz);
                OUT.uv = IN.uv;
                return OUT;
            }

            sampler2D _MainTex;
            float4 _MainTex_ST;

            half4 frag(Varyings IN) : SV_Target
            {
                float2 uv = IN.uv;
                uv.x = frac(uv.x + _Distance);
                half4 c = tex2D(_MainTex, uv);
                return c;
            }
            ENDHLSL
        }
    }
    FallBack "Diffuse"
}

三、代码控制

using UnityEngine;

public class ImageRoll : MonoBehaviour
{
    public float speed = 0.1f;

    private Material mtl;
    float distance;

    // Use this for initialization
    void Start()
    {
        mtl = GetComponent<SpriteRenderer>().material;
        distance = 0;
    }

    // Update is called once per frame
    void Update()
    {
        distance += speed * Time.deltaTime;
        mtl.SetFloat("_Distance", distance);
    }
}

四、效果展示

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转载自blog.csdn.net/weixin_39766005/article/details/137104194