效果图
滚动背景.gif配置
image.png具体实现
MoveBg.shader
Shader "My/MoveBg"
{
Properties
{
_MainTex ("Main Tex", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_Width ("Width", float) = 1
_Height("Height",float) = 1
_XDistance ("XDistance", float) = 0
_YDistance ("YDistance", float) = 0
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Pass
{
Tags { "LightMode"="ForwardBase" }
// 显示在最前
// ZTest off
// 显示在最后
ZTest[unity_GUIZTestMode]
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float _Width;
float _Height;
float _XDistance;
float _YDistance;
fixed4 _Color;
float4 _MainTex_ST;
fixed4 _TextureSampleAdd;
struct a2v
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color * _Color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
i.uv.x = frac(i.uv.x*_Width + _XDistance);
i.uv.y = frac(i.uv.y*_Height + _YDistance);
fixed4 c = i.color * (tex2D(_MainTex, i.uv) + _TextureSampleAdd);
return c;
}
ENDCG
}
}
FallBack "Transparent/VertexLit"
}
MoveBg.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class MoveBg : MonoBehaviour
{
[SerializeField]
private Image _img;
private Material _mat;
[SerializeField]
private float _xSpeed = 1f;
[SerializeField]
private float _ySpeed = 1f;
private void Start()
{
Init();
}
private void Update()
{
_mat.SetFloat("_XDistance", Time.realtimeSinceStartup * _xSpeed);
_mat.SetFloat("_YDistance", Time.realtimeSinceStartup * _ySpeed);
}
private void OnDestroy()
{
Destroy();
}
public void Init()
{
_mat = _img.material;
}
public void Destroy()
{
_mat.SetFloat("_XDistance", 0);
_mat.SetFloat("_YDistance", 0);
_mat = null;
}
}
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