# UnityShader 的内置时间变量

image-20221226113747301

# 序列帧动画

通过使用 Time 实现循环的特效播放。

Shader "Unlit/Exp2Shader"
{
    Properties
    {
        _Color ("Color Tint",Color)=(1,1,1,1)
        _MainTex ("Texture", 2D) = "white" {}
        _HorizontalAmount("Horizontal Amount",Float)=4
        _VerticalAmount("Vertical Amount",Float)=4
        _Speed("Speed",Range(1,100))=30
    }
    SubShader
    {
        Tags
        {
            "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"
        }
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma multi_compile_fog
            #include "UnityCG.cginc"
            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };
            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };
            sampler2D _MainTex;
            float4 _MainTex_ST;
            v2f vert(appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }
            float _Speed;
            float _HorizontalAmount, _VerticalAmount;
            fixed4 _Color;
            fixed4 frag(v2f i) : SV_Target
            {
                float time = floor(_Time.y * _Speed);
                float row = floor(time / _HorizontalAmount);
                float column = time - row * _VerticalAmount;
                half2 uv = i.uv + half2(column, -row);
                uv.x /= _HorizontalAmount;
                uv.y /= _VerticalAmount;
                fixed4 c = tex2D(_MainTex, uv);
                c.rgb *= _Color;
                return c;
            }
            ENDCG
        }   
    }    Fallback "Transparent/VertexLit"
}

# 无限滚动背景

很多无限滚动的背景也是使用了纹理动画。纹理资源: OpenGameArt.org

注意: uv 现已经不存在 zw 值。

Shader "Unlit/BackGroundShader"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _DetailTex("2nd Layer (RGB)",2D)="white" {}
        _ScrollX("Base Layer Scrool Speed",Float)=1.0
        _Scroll2X("2nd Layer Scroll Speed",Float)=1.0
        _Multiplier("Layer Multiplier",Float)=1
    }
    SubShader
    {
        Tags
        {
            "RenderType"="Opaque"
        }
        LOD 100
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma multi_compile_fog
            #include "UnityCG.cginc"
            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };
            struct v2f
            {
                float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
            };
            sampler2D _MainTex, _DetailTex;
            float4 _MainTex_ST;
            float _ScrollX, _Scroll2X, _Multiplier;
            float4 _DetailTex_ST;
            v2f vert(appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex) + frac(float2(_ScrollX, 0.0) * _Time.y);
                o.uv.zw = TRANSFORM_TEX(v.uv, _DetailTex) + frac(float2(_Scroll2X, 0.0) * _Time.y);
                UNITY_TRANSFER_FOG(o, o.vertex);
                return o;
            }
            fixed4 frag(v2f i) : SV_Target
            {
                fixed4 firstLayer = tex2D(_MainTex, i.uv.xy);
                fixed4 secondLayer = tex2D(_DetailTex, i.uv.zw);
                fixed4 c = lerp(firstLayer, secondLayer, secondLayer.a);
                c.rgb *= _Multiplier;
                return c;
            }
            ENDCG
        }
    }
    Fallback "VertexLit"
}

# 顶点动画