Shader "UnityShaderLearning/ImageSequenceAni"
{
Properties
{
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_MainTex ("Image Sequence", 2D) = "white"{}
_HorizontalAmount ("Horizontal Amount", Float) = 4
_VertcalAmount ("Vertcal Amount", Float) = 4
_Speed ("Speed", Range(1, 100)) = 30
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Pass
{
Tags { "LightMode"="ForwardBase" }
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
float _HorizontalAmount;
float _VertcalAmount;
float _Speed;
struct a2v
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(a2v v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float time = floor(_Time.y * _Speed);
float row = floor(time / _HorizontalAmount);
float col = floor(time / _VertcalAmount);
half2 uv = i.uv + half2(col, -row);
uv.x /= _HorizontalAmount;
uv.y /= _VertcalAmount;
fixed4 color = tex2D(_MainTex, uv);
color.rgb *= _Color;
return color;
}
ENDCG
}
}
FallBack "Transparent/VertexLit"
}