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Shader "Hidden/VFXToolbox/ImageSequencer/GetSubUV"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Rect("Rect" , Vector) = (0.0,0.0,1.0,1.0)
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _Rect;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return tex2D(_MainTex, (i.uv + _Rect.xy) * _Rect.zw );
}
ENDCG
}
}
}