Shader "Custom/TestUV"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Speed("Speed",Range(1,100)) = 30
_RowCount("RowCount",float) = 1
_ColCount("ColCount",float) = 1
}
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"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float _Speed;
float _RowCount;
float _ColCount;
fixed4 frag (v2f i) : SV_Target
{
int nIndex = floor(_Time.y * _Speed) % (_RowCount * _ColCount);
i.uv.x = (i.uv.x + nIndex % _ColCount) / _ColCount;
i.uv.y = (i.uv.y + _RowCount - floor(nIndex / _ColCount)) / _RowCount;
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Speed("Speed",Range(1,100)) = 30
_RowCount("RowCount",float) = 1
_ColCount("ColCount",float) = 1
}
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"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float _Speed;
float _RowCount;
float _ColCount;
fixed4 frag (v2f i) : SV_Target
{
int nIndex = floor(_Time.y * _Speed) % (_RowCount * _ColCount);
i.uv.x = (i.uv.x + nIndex % _ColCount) / _ColCount;
i.uv.y = (i.uv.y + _RowCount - floor(nIndex / _ColCount)) / _RowCount;
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}