Shader "Custom/AnimatedSpriteSurfaceShader"
{
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_CellRowAmount("Cell Row Amount", float) = 1
_CellColumnAmount("Cell Column Amount", float) = 1
_Speed("Speed", Range(0.01, 32)) = 12
}
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
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float4 _MainTex_TexelSize;
float _CellRowAmount;
float _CellColumnAmount;
float _Speed;
void surf (Input IN, inout SurfaceOutputStandard o)
{
float2 spriteUV = IN.uv_MainTex;
float cellUVRowPercentage = 1 / _CellRowAmount;
float cellUVColumnPercentage = 1 / _CellColumnAmount;
int index = fmod(_Time.y * _Speed, _CellRowAmount * _CellColumnAmount);
int rowIndex = index / _CellColumnAmount;
int columnIndex = index - (rowIndex * _CellColumnAmount);//fmod(index, _CellColumnAmount);
float xValue = spriteUV.x / _CellColumnAmount;
xValue += columnIndex * cellUVColumnPercentage;
float yValue = (_CellRowAmount - 1 + spriteUV.y) / _CellRowAmount;
yValue -= rowIndex * cellUVRowPercentage;
spriteUV = float2(xValue, yValue);
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, spriteUV) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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