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"
}
时间: 2024-10-12 20:47:53