Created
March 12, 2016 07:25
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背景リピート(Target依存)
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Shader "MBL/Repeat" | |
{ | |
Properties | |
{ | |
[NoScaleOffset] | |
_MainTex("Texture", 2D) = "white" {} | |
_OffsetX("OffsetX", Float) = 0.0 | |
_OffsetY("OffsetY", Float) = 0.0 | |
} | |
SubShader | |
{ | |
Tags { "RenderType" = "Opaque" } | |
Pass | |
{ | |
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; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
float _OffsetX; | |
float _OffsetY; | |
v2f vert(appdata v) | |
{ | |
v2f o; | |
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
return o; | |
} | |
fixed4 frag(v2f i) : SV_Target | |
{ | |
//オフセット + UV値を(0~1)でRepeat | |
float2 uv = float2(abs(fmod(i.uv.x + _OffsetX, 1.0)), abs(fmod(i.uv.y + _OffsetY, 1.0))); | |
fixed4 col = tex2D(_MainTex, uv); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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using System.Collections; | |
using UnityEngine; | |
public class RepeatWithTargetPosition : MonoBehaviour | |
{ | |
[SerializeField] | |
private Material mat; | |
[SerializeField] | |
private Transform target; | |
[SerializeField] | |
private bool XRepeat = true; | |
[SerializeField] | |
private bool YRepeat; | |
[SerializeField, Range(0.001f, 1f)] | |
private float repeatSpeed = 0.01f; | |
private void Update() | |
{ | |
if(target == null) | |
return; | |
if(XRepeat) | |
mat.SetFloat("_OffsetX", target.position.x * repeatSpeed); | |
if(YRepeat) | |
mat.SetFloat("_OffsetY", target.position.y * repeatSpeed); | |
} | |
} |
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