chenxin
2020-10-27 e33d0e85cf5d01e953d95197488eeffc67835f3a
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Shader "MyShader/ImageSequenceAnimation"
{
    Properties
    {
        _Color("Color Tint",Color) = (1,1,1,1)
        _MainTex("Image Sequence", 2D) = "white" {}
        _HorizontalAmount("Horizontal Amount",Float) = 8
        _VerticalAmount("Vertical Amount",Float) = 8
        _Speed("Speed",Range(1,150)) = 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 "Lighting.cginc"
 
            fixed4 _Color;
            sampler2D _MainTex;
            float4 _MainTex_ST;
            float _HorizontalAmount;
            float _VerticalAmount;
            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 = UnityObjectToClipPos(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 column = time - row * _HorizontalAmount;
                //--
                    //half2 uv = float2(i.uv.x / _HorizontalAmount, i.uv.y / _VerticalAmount);
                    //uv.x += column / _HorizontalAmount;
                    //uv.y -= 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"
}