道路引导UV动画Shader_c#

     

道路引导UV动画Shader_游戏引擎_02

 

上面是画线后赋予对应shader材质的效果,下面是用多个面片拼出来的效果,两种用的同一种shader

Shader "HSJ/LineUvAni"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MSpeed("MoveSpeed", Range(1, 3)) = 2 //移动速度
}
SubShader
{
//贴图带透明通道 ,半透明效果设置如下:
tags{"Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True"}
LOD 100
Blend SrcAlpha OneMinusSrcAlpha //Blend选值为: SrcAlpha 和1-SrcAlpha //也可测试为 DstColor SrcColor //one one

Pass
{
Name "Simple"
Cull off //双面

CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog

#include "UnityCG.cginc"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};

struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};

sampler2D _MainTex;
float4 _MainTex_ST;
float _MSpeed;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}

half4 frag(v2f i) : SV_Target
{
float2 uv = float2(i.uv.x - _MSpeed * _Time.y,i.uv.y); //箭头移动的计算
// sample the texture
fixed4 col = tex2D(_MainTex, uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}