滾動紋理,可以實現(xiàn)一些如瀑布,河流,熔巖流等效果,本質(zhì)上就是UV坐標(biāo)的偏移,在Unity中新建一個Shader,然后修改成下面代碼的樣子,新建一個材質(zhì),選擇此shader,賦予一張貼圖,然后將材質(zhì)應(yīng)用于一個mesh上,運行即可看到效果
Shader "Custom/UVOffset" { Properties { _MainTint("Diffuse Tine",Color) = (1,1,1,1) _MainTex("Base (RGB)",2D) = "white"{} _ScrollXSpeed("X Scroll Speed",Range(0,10)) = 0 _ScrollYSpeed("Y Scroll Speed",Range(0,10)) = 2 } 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 // 定義 Properties 中的屬性 fixed4 _MainTint; fixed _ScrollXSpeed; fixed _ScrollYSpeed; sampler2D _MainTex; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutputStandard o) { fixed2 scrolledUV = IN.uv_MainTex; fixed xScrollValue = _ScrollXSpeed * _Time; fixed yScrollValue = _ScrollYSpeed * _Time; scrolledUV += fixed2(xScrollValue,yScrollValue); // 對貼圖進行采樣輸出 half4 c = tex2D(_MainTex,scrolledUV); o.Albedo = c.rgb * _MainTint; o.Alpha = c.a; } ENDCG } FallBack "Diffuse"}以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持武林網(wǎng)。
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