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frameAnime.shader
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Shader "LX/frameAnime"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_ColumnCount ("ColumnCount", int) = 1
_RowCount ("RowCount", int) = 1
}
SubShader
{
Tags
{
"Queue"="Transparent"
"RenderType"="Transparent"
}
Pass
{
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 backUV : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
int _ColumnCount;
int _RowCount;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.backUV = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float time=floor(_Time.y*5);
float row=floor(time/_ColumnCount);
float column=time-row*_RowCount;
half2 uv = half2(i.backUV.x /_RowCount+row/_RowCount,i.backUV.y/_ColumnCount+column/_ColumnCount);
fixed4 col = tex2D(_MainTex,uv);
return col;
}
ENDCG
}
}
}