// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Zombie/ZombieAnimation"
{
Properties
{
_MainTex("Base(RGB)" ,2D) = ""{}
_Row("Row",Int) = 1
_Column("Column",Int) = 1
_Speed("Speed",Range(0,60)) = 30
}
SubShader
{
tags{"Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" "PreviewType" = "Plane" }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
ZWrite Off
Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 pos:POSITION;
float2 uv:TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
int _Row;
int _Column;
float _Speed;
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
half4 frag(v2f IN) :COLOR
{
float2 uv = IN.uv;
float cellX = uv.x / _Column;
float cellY = uv.y / _Row;
//Sprite總數
int count = _Row * _Column;
//在0到count-1 範圍內循環
int SpriteIndex = fmod(_Time.w*_Speed,count);
//當前Sprite所在行的下標
int SpriteRowIndx = (SpriteIndex / _Column);
//當前Sprite所在列的下標
int SpriteColumnIndex = fmod(SpriteIndex,_Column);
//因uv座標左下角爲(0,0),第一行爲最底下一行,爲了合乎我們常理,我們轉換到最上面一行爲第一行,eg:0,1,2-->2,1,0
SpriteRowIndx = (_Row - 1) - fmod(SpriteRowIndx,_Row);
//乘以1.0轉爲浮點數
uv.x = cellX + SpriteColumnIndex * 1.0 / _Column;
uv.y = cellY + SpriteRowIndx * 1.0 / _Row;
half4 c = tex2D(_MainTex,uv);
return c;
}
ENDCG
}
}
FallBack "Diffuse"
}