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VertexAnim_Improved.shader
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// 可定制尺寸和深度的顶点动画蒙皮写法
Shader "Mobile-Game/VertexAnim_Improved"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_AnimTex ("Animation", 2D) = "black" {}
_VertexCount("Vertex Count", int) = 50
_FrameCount("Frame Count", int) = 50
_Interval("Interval", Range(0.001, 1)) = 0.03333
[KeywordEnum(_1, _2, _3)]_Accuracy("Accuracy", float) = 0
_Random("Random", Range(0, 1)) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#pragma multi_compile _ACCURACY__1 _ACCURACY__2 _ACCURACY__3
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
UNITY_INSTANCING_BUFFER_START(Props)
// 差异化控制
UNITY_DEFINE_INSTANCED_PROP(float, _Random)
UNITY_INSTANCING_BUFFER_END(Props)
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _AnimTex;
float4 _AnimTex_TexelSize;
int _VertexCount, _FrameCount;
float _Interval;
// 转换成图片空间下的uv
float2 uvConvert(float total)
{
float new_y = total / _AnimTex_TexelSize.z;
float new_x = floor(fmod(new_y, 1.0) * _AnimTex_TexelSize.z);
new_y = floor(new_y);
return float2(new_x, new_y);
}
v2f vert (appdata v, uint vid : SV_VertexID)
{
UNITY_SETUP_INSTANCE_ID(v);
v2f o;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
float y = _Time.y / _Interval + UNITY_ACCESS_INSTANCED_PROP(Props, _Random) * _FrameCount;
y = floor(y - floor(y / _FrameCount) * _FrameCount);
#if _ACCURACY__1
float total = y * _VertexCount + vid;
float2 newUv = uvConvert(total);
float2 animUv = float2((newUv.x + 0.5) * _AnimTex_TexelSize.x, (newUv.y + 0.5) * _AnimTex_TexelSize.y);
float4 modelPos = tex2Dlod(_AnimTex, float4(animUv, 0, 0));
#endif
#if _ACCURACY__2
float total = y * _VertexCount * 2 + vid * 2;
float2 newUv = uvConvert(total);
float2 animUv = float2((newUv.x + 0.5) * _AnimTex_TexelSize.x, (newUv.y + 0.5) * _AnimTex_TexelSize.y);
fixed4 original = tex2Dlod(_AnimTex, float4(animUv, 0, 0));
newUv = uvConvert(total + 1);
animUv = float2((newUv.x + 0.5) * _AnimTex_TexelSize.x, (newUv.y + 0.5) * _AnimTex_TexelSize.y);
fixed4 addon = tex2Dlod(_AnimTex, float4(animUv, 0, 0));
float4 modelPos = float4(original.xyz + addon.xyz * 0.00390625, 1);
#endif
#if _ACCURACY__3
float total = y * _VertexCount * 3 + vid * 3;
float2 newUv = uvConvert(total);
float2 animUv = float2((newUv.x + 0.5) * _AnimTex_TexelSize.x, (newUv.y + 0.5) * _AnimTex_TexelSize.y);
fixed4 original = tex2Dlod(_AnimTex, float4(animUv, 0, 0));
newUv = uvConvert(total + 1);
animUv = float2((newUv.x + 0.5) * _AnimTex_TexelSize.x, (newUv.y + 0.5) * _AnimTex_TexelSize.y);
fixed4 addon = tex2Dlod(_AnimTex, float4(animUv, 0, 0));
float4 modelPos = float4(original.xyz + addon.xyz * 0.00390625, 1);
newUv = uvConvert(total + 2);
animUv = float2((newUv.x + 0.5) * _AnimTex_TexelSize.x, (newUv.y + 0.5) * _AnimTex_TexelSize.y);
addon = tex2Dlod(_AnimTex, float4(animUv, 0, 0));
modelPos.xyz += addon.xyz / 65536;
#endif
modelPos.xyz -= 0.5;
o.vertex = UnityObjectToClipPos(modelPos);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}