New standard shader with flipbook animation

This commit is contained in:
raccoon
2025-05-18 06:58:08 +05:00
parent 449a8fa1f3
commit a698a0bab7
2 changed files with 82 additions and 0 deletions

View File

@@ -0,0 +1,73 @@
Shader "Custom/StandardSurf"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGBA)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
[NoScaleOffset]_DiffuseArray("Transparent Albedo (RGBA)", 2DArray) = "" {}
_FlipbookFPS("Flipbook FPS", Integer) = 30
_FlipbookFrames("Flipbook Frames", Integer) = 30
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
LOD 200
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Back
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows alpha:fade
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
UNITY_DECLARE_TEX2DARRAY(_DiffuseArray);
int _FlipbookFPS;
int _FlipbookFrames;
sampler2D _MainTex;
half _Glossiness;
half _Metallic;
fixed4 _Color;
struct Input
{
float2 uv_MainTex;
};
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf(Input IN, inout SurfaceOutputStandard o)
{
// Common UV for all texture arrays
float frame = fmod(floor(_Time.y * _FlipbookFPS), _FlipbookFrames); // Cyclic frame value
float3 uvw = float3(IN.uv_MainTex, frame);
float4 diff = UNITY_SAMPLE_TEX2DARRAY(_DiffuseArray, uvw) * _Color;
o.Albedo = diff.rgb;
o.Alpha = diff.a;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
// o.Alpha = c.a;
}
ENDCG
}
FallBack "Standard"
}