代码如下:
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/UVShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_SubTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _SubTex;
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;
}
fixed4 frag (v2f i) : SV_Target
{
float2 uv_offset = float2(0, 0);
uv_offset.x = _Time.y * 0.25;
uv_offset.y = _Time.y * 0.25;
//对第二张图片进行UV偏移,再采样
fixed4 linght_color = tex2D(_SubTex, i.uv + uv_offset);
fixed4 col = tex2D(_MainTex, i.uv) + linght_color;
return col;
}
ENDCG
}
}
}
效果:
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