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- Shader "Hidden/TFHCFlipBookUVAnimation"
- {
- Properties
- {
- _A ("_UV", 2D) = "white" {}
- _B ("_Columns", 2D) = "white" {}
- _C ("_Rows", 2D) = "white" {}
- _D ("_Speed", 2D) = "white" {}
- _E ("_StartFrame", 2D) = "white" {}
- _F ("_Speed", 2D) = "white" {}
- _G( "_MaxFrame", 2D ) = "white" {}
- }
- SubShader
- {
- CGINCLUDE
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- #pragma vertex vert_img
- #pragma fragment frag
- sampler2D _A;
- sampler2D _B;
- sampler2D _C;
- sampler2D _D;
- sampler2D _E;
- sampler2D _F;
- sampler2D _G;
- float _EditorTime;
- ENDCG
- //Time port disconnected
- Pass
- {
- CGPROGRAM
- float4 frag(v2f_img i) : SV_Target
- {
- float2 uv = tex2D( _A, i.uv ).rg;
- float col = tex2D( _B, i.uv ).r;
- float row = tex2D( _C, i.uv ).r;
- float spd = tex2D( _D, i.uv ).r;
- float str = tex2D( _E, i.uv ).r;
- float maxframe = tex2D( _G, i.uv ).r;
- float numframes = col * row;
- float fbtotaltiles = ( maxframe < 0 ) ? numframes : min( numframes, maxframe + 1 );
- float fbcolsoffset = 1.0f / col;
- float fbrowsoffset = 1.0f / row;
- float fbspeed = _EditorTime * spd;
- float2 fbtiling = float2(fbcolsoffset, fbrowsoffset);
- float fbcurrenttileindex = floor( fmod( fbspeed + str, fbtotaltiles) );
- fbcurrenttileindex += ( fbcurrenttileindex < 0) ? fbtotaltiles : 0;
- float fblinearindextox = round ( fmod ( fbcurrenttileindex, col ) );
- float fboffsetx = fblinearindextox * fbcolsoffset;
- float fblinearindextoy = round( fmod( ( fbcurrenttileindex - fblinearindextox ) / col, row ) );
- fblinearindextoy = (int)(row-1) - fblinearindextoy;
- float fboffsety = fblinearindextoy * fbrowsoffset;
- float2 fboffset = float2(fboffsetx, fboffsety);
- float2 fbuv = float4( uv, 0.0 , 0.0 ) * fbtiling + fboffset;
- return float4(fbuv, 0 , 0);
- }
- ENDCG
- }
-
- //Time port connected
- Pass
- {
- CGPROGRAM
- float4 frag(v2f_img i) : SV_Target
- {
- float2 uv = tex2D( _A, i.uv ).rg;
- float col = tex2D( _B, i.uv ).r;
- float row = tex2D( _C, i.uv ).r;
- float spd = tex2D( _D, i.uv ).r;
- float str = tex2D( _E, i.uv ).r;
- float time = tex2D( _F, i.uv ).r;
- float maxframe = tex2D( _G, i.uv ).r;
- float numframes = col * row;
- float fbtotaltiles = ( maxframe < 0 ) ? numframes : min( numframes, maxframe + 1 );
- float fbcolsoffset = 1.0f / col;
- float fbrowsoffset = 1.0f / row;
- float fbspeed = time * spd;
- float2 fbtiling = float2(fbcolsoffset, fbrowsoffset);
- float fbcurrenttileindex = floor( fmod( fbspeed + str, fbtotaltiles) );
- fbcurrenttileindex += ( fbcurrenttileindex < 0) ? fbtotaltiles : 0;
- float fblinearindextox = round ( fmod ( fbcurrenttileindex, col ) );
- float fboffsetx = fblinearindextox * fbcolsoffset;
- float fblinearindextoy = round( fmod( ( fbcurrenttileindex - fblinearindextox ) / col, row ) );
- fblinearindextoy = (int)(row-1) - fblinearindextoy;
- float fboffsety = fblinearindextoy * fbrowsoffset;
- float2 fboffset = float2(fboffsetx, fboffsety);
- float2 fbuv = float4( uv, 0.0 , 0.0 ) * fbtiling + fboffset;
- return float4(fbuv, 0 , 0);
- }
- ENDCG
- }
- }
- }
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