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Copy path13_Scrolling_texture.shader
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13_Scrolling_texture.shader
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Shader "Workbook/13 Scrolling texture"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST; // optional, tiling and offset of texture
// Per-vertex mesh data, auto-filled by Unity
struct MeshData
{
float4 vertex : POSITION; // local space vertex position
float3 normal : NORMAL; // local space normal direction
float4 tangent : TANGENT; // tangent direction (xyz), tangent sign (w)
float4 color : COLOR; // vertex color
float4 uv0 : TEXCOORD0; // UV coordinates aren't limited to texture applications; textures don't have to use UV coords'
};
// Per-fragment interpolated data:
struct Interpolators
{
float4 vertex : SV_POSITION; // clip space position, sole required field
float2 uv : TEXCOORD1;
};
Interpolators vert(MeshData v)
{
Interpolators o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv0, _MainTex); // get scaled UV coordinates
o.uv.x += _Time.y * 0.2; // flowing river example
return o;
}
// exercise: make textured plane using texture from opengameart
fixed4 frag(Interpolators i) : SV_TARGET
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}