Created
October 14, 2017 01:57
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Shader "Custom/CharacterScreenBackgroundShader" { | |
Properties { | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_uvAnimationTileX ("X tile Count", Int) = 3 | |
_uvAnimationTileY ("Y tile Count", Int) = 2 | |
_framesPerSecond ("Speed of the animation in frames per second.", Float) = 10.0 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
CGPROGRAM | |
// Physically based Standard lighting model, and enable shadows on all light types | |
#pragma surface surf Lambert noshadow noambient nolightmap novertexlights nodynlightmap nodirlightmap nofog nometa noforwardadd nolppv noshadowmask | |
// Use shader model 3.0 target, to get nicer looking lighting | |
#pragma target 2.0 | |
sampler2D _MainTex; | |
uint _uvAnimationTileX; | |
uint _uvAnimationTileY; | |
float _framesPerSecond; | |
struct Input { | |
float2 uv_MainTex; | |
}; | |
void surf (Input IN, inout SurfaceOutput o) | |
{ | |
uint index = (uint)(_Time.y * _framesPerSecond); | |
// repeat when exhausting all frames | |
index = index % (_uvAnimationTileX * _uvAnimationTileY); | |
// split into horizontal and vertical index | |
uint uIndex = index % _uvAnimationTileX; | |
uint vIndex = index / _uvAnimationTileX; | |
// build offset | |
float2 offset = float2(uIndex / (float)_uvAnimationTileX, 1.0f - (1.0f / (float)_uvAnimationTileY) - (float)vIndex / (float)_uvAnimationTileY); | |
fixed4 c = tex2D(_MainTex, IN.uv_MainTex + offset); | |
o.Albedo = c.rgb; | |
o.Alpha = c.a; | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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