纹理的Wrap Mode一定要设置成Repeat
Shader代码
Shader "Custom/Chapter11-ScrollingBackground" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_ScrollX ("Scroll Speed", float) = 1.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
Pass {
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
float _ScrollX;
struct a2v {
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
v2f vert(a2v v) {
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord.xy*_MainTex_ST.xy+_MainTex_ST.zw;
//frac(x):返回x的小数部分
o.uv += frac(float2(_ScrollX, 0.0) * _Time.y);
return o;
}
fixed4 frag(v2f i) : Color {
fixed4 c = tex2D(_MainTex, i.uv);
return c;
}
ENDCG
}
}
FallBack "VertexLit"
}