<1>代码
Shader "Tang/622/FrameAnim"{ Properties{ _MainTex("序列帧",2D) = "white" { } _Row("行",Float) = 8 _Col("列",Float) = 8 _Speed("速度",Float) = 80 } SubShader{ Tags {"Queue" = "Transparent" "RenderType" = "Transparent"} Pass{ Tags { "LightMode" = "ForwardBase" } ZWrite off cull off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct a2v{ float4 vertex:POSITION; float4 texcoord:TEXCOORD0; }; struct v2f{ float4 pos:SV_POSITION; float2 uv:TEXCOORD0; }; sampler2D _MainTex;float4 _MainTex_ST; float _Row; float _Col; float _Speed; v2f vert(a2v v){ v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } fixed4 frag(v2f i):SV_Target{ //计算行列 //思路 //m*n个关键帧 一直循环 //计算当前帧的起始uv.x和uv.y //最后把原始uv进行/Row/Col隐射 + 当前其实uv float row = 1/_Row; float col = 1/_Col; //限制到0-_Row*_Col 最大index float index = floor(_Time.y*_Speed)%(_Row*_Col); //限制到0-Row 左上方开始 uv.y从1开始 float y = 1 - floor(index/_Col)*row; //限制到0-Col 左上开始 uv.x从0开始 float x = (index+1) % _Row * col; x+= i.uv.x/_Row; y+= i.uv.y/_Col; fixed4 color = tex2D(_MainTex,float2(x,y)); return color; } ENDCG } } FallBack "Diffuse" }