让动画从1-9循环播放此纹理



源码:
Shader "Sbin/FragmentAnim"{  Properties  {    _MainTex ("Texture", 2D) = "white" {}  }  SubShader  {    Pass    {      CGPROGRAM      #pragma vertex vert      #pragma fragment frag      #include "UnityCG.cginc"      sampler2D _MainTex;      float4 _MainTex_ST;//纹理缩放偏移向量(Unity默认此变量赋值,变量名规则:纹理名_ST)      struct v2f{        float4 pos:POSITION;        float2 uv:TEXCOORD0;      };      v2f vert (appdata_full v)      {        v2f o;        o.pos = mul(UNITY_MATRIX_MVP, v.vertex);        o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;        return o;      }      fixed4 frag (v2f v) : COLOR      {        fixed4 col = tex2D(_MainTex, v.uv);//第一个參数:纹理。第二个參数UV向量        return col;      }      ENDCG    }  }}1.2.3.4.5.6.7.8.9.10.11.12.13.14.15.16.17.18.19.20.21.22.23.24.25.26.27.28.29.30.31.32.33.34.35.36.37.38.39.40.using UnityEngine;using System.Collections;public class FragmentAnim : MonoBehaviour{    public int rowCount;    //行数    public int columCount;  //列数    public int fps;         //播放速度    private int currentIndex;//当前播放索引值    IEnumerator Start()    {        Material mat = GetComponent<Renderer>().material;        float itemWidth = 1.0f / rowCount;      //每一帧宽度        float itemHeight = 1.0f / columCount;   //每一帧高度        while (true)        {            float offset_x = currentIndex % columCount * itemWidth;            float offset_y = currentIndex / rowCount * itemHeight;            mat.SetTextureScale("_MainTex", new Vector2(itemWidth, itemHeight));            mat.SetTextureOffset("_MainTex", new Vector2(offset_x, offset_y));            yield return new WaitForSeconds(1 / fps);            currentIndex = (++currentIndex) % (rowCount * columCount);        }    }}1.2.3.4.5.6.7.8.9.10.11.12.13.14.15.16.17.18.19.20.21.22.23.24.25.26.27.28.29.30.31.32.33.免责声明:本文系网络转载或改编,未找到原创作者,版权归原作者所有。如涉及版权,请联系删