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UI序列帧播放Shader

时间:2016-08-18 21:10:44      阅读:240      评论:0      收藏:0      [点我收藏+]

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1:UI动画序列帧shader
=======================================分割线========================================
Shader "Custom/ImageAnim" {
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)


_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255


_ColorMask("Color Mask", Float) = 15
}


SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}


Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}


Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]


Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag


#include "UnityCG.cginc"
#include "UnityUI.cginc"


struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};


struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};


fixed4 _Color;
fixed4 _TextureSampleAdd;


bool _UseClipRect;
float4 _ClipRect;


bool _UseAlphaClip;
float i;
float p;
float j;
float k;


v2f vert(appdata_t IN)
{
v2f OUT;
OUT.worldPosition = IN.vertex;

OUT.vertex = mul(UNITY_MATRIX_MVP, OUT.worldPosition);

OUT.texcoord = IN.texcoord;


#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
#endif

OUT.color = IN.color * _Color;
return OUT;
}


sampler2D _MainTex;


fixed4 frag(v2f IN) : SV_Target
{

i = (floor(_Time.w * 2)) / 5;
j = (floor(_Time.w * 10)) / 5;
k = frac(j);
p = frac(i);
IN.texcoord *= float2(0.2, 0.2);
//IN.texcoord += float2(0 + i / 5 * 0.2, 0.8 - j / 5 * 0.2); //0.2 0.2 
IN.texcoord += float2(0 + k, 0.8 - p);
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;

if (_UseClipRect)
color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);

if (_UseAlphaClip)
clip(color.a - 0.001);

return color;
}
ENDCG
}
}
}

 

UI序列帧播放Shader

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原文地址:http://www.cnblogs.com/cocotang/p/5785157.html

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