CD-ROOM/Assets/Materials/Boss/bossFace_shader.shader
Gerard Gascón 341a877b4a init
2025-04-24 17:37:25 +02:00

65 lines
1.4 KiB
Text

Shader "Unlit/bossFace_shader"
{
Properties
{
_FaceTexture ("Face texture", 2D) = "white" {}
_Cols("Columns", Float)=4
_Index("Index", Float)=0
_Speed("Speed", Float)=1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _FaceTexture;
float4 _FaceTexture_ST;
float _Cols;
float _Index;
float _Speed;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
_Index = _Index + _Time.y*_Speed;
// sample the texture
float2 flipBookUV = i.uv*float2(1 / _Cols, 1);
flipBookUV.x += ((floor(_Index)%_Cols)*(1/_Cols));
fixed4 col = tex2D(_FaceTexture, flipBookUV);
return col;
}
ENDCG
}
}
}