关键部分的UV偏移算法:参数自己调吧
OUT.texcoord1 = half2(IN.texcoord.x - fmod(_Time.x * 5, 1) + 0.5, IN.texcoord.y);
Shader "Effect/SimpleImageRGBWithAlpha2"
{
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
_AlphaTex ("Alpha Texture", 2D) = "white" {}
_LightTex ("Light Texture", 2D) = "white" {}
_Scale ("Scale", Float) = 256
}
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"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord0 : TEXCOORD0;
half2 texcoord1 : TEXCOORD1;
};
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord0 = IN.texcoord;
OUT.texcoord1 = half2(IN.texcoord.x - fmod(_Time.x * 5, 1) + 0.5, IN.texcoord.y);
#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;
sampler2D _AlphaTex;
sampler2D _LightTex;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = half4(tex2D(_MainTex, IN.texcoord0).rgb, tex2D(_AlphaTex, IN.texcoord0).r) * IN.color;
color.rgb *= tex2D(_LightTex, IN.texcoord1).r + 1;
// TODO why ?
//clip (color.a - 0.01);
return color;
}
ENDCG
}
}
}