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  • GameObject material 动画序列帧shader

    Shader "Custom/UVanim" {
    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
    _Alpha("alpha aaa",Range(0,1)) = 0.5
    }
    SubShader{
    Tags{ "RenderType" = "Opaque" }
    LOD 200




    CGPROGRAM
    // Physically based Standard lighting model, and enable shadows on all light types
    #pragma surface surf Lambert alpha:blend


    // 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;
    int i;
    int j;


    void surf(Input IN, inout SurfaceOutput o) {
    float2 uv = IN.uv_MainTex;
    i = round(_Time.w * 40);
    j = round(_Time.w * 8);
    uv *= float2(0.2, 0.2);
    uv += float2(0 + i / 5 * 0.2, 0.8 - j / 5 * 0.2); //0.2 0.2 
    fixed4 c = tex2D(_MainTex,uv) * _Color;
    o.Albedo = c.rgb;
    o.Alpha = c.a;
    }
    ENDCG
    }
    FallBack "Diffuse"
    }

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  • 原文地址:https://www.cnblogs.com/cocotang/p/5785159.html
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