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imageSequence.shader
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Shader "LX/imageSequence"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Speed("Speed",Float)=1
_HorizontalAmount("HorizontalAmount",Float)=4
_VerticalAmount("VerticalAmount",Float)=4
}
SubShader
{
Tags
{
"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"
}
LOD 100
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 uvMain : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Speed;
float _HorizontalAmount;
float _VerticalAmount;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uvMain = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float time = floor(_Time.y * _Speed);
float row = floor(time / _HorizontalAmount);
float column = time - row * _VerticalAmount;
half2 uv = i.uvMain + half2(column, -row);
uv.x /= _HorizontalAmount;
uv.y /= _VerticalAmount;
fixed4 c = tex2D(_MainTex, uv);
return c;
}
ENDCG
}
}
}