序列帧动画

在Unity实现序列帧动画制作的方法:

  1. 编写C#脚本控制
  2. 用UnityShader变换UV

第一种方法用C#脚本去编写:

 1 using System.Collections;
 2 using System.Collections.Generic;
 3 using UnityEngine;
 4 
 5 public class FragmentAnim : MonoBehaviour {
 6     /// <summary>
 7     /// 动画帧
 8     /// </summary>
 9 
10     public int fps;         //播放速度
11 
12     [SerializeField]
13     private int rowCount;    //行数
14     [SerializeField]
15     private int columCount;  //列数
16 
17     private int currentIndex;//当前播放索引值
18 
19     void Start()
20     {
21         StartCoroutine(Fragment(fps));
22     }
23 
24     IEnumerator Fragment(float fps)
25     {
26         Material mat = transform.GetComponent<Renderer>().material;
27 
28         currentIndex = rowCount * columCount;
29         //播放顺序9——>1
30         //3 2 1
31         //6 5 4
32         //9 8 7
33 
34         float itemWidth = 1.0f / rowCount;      //每一帧宽度
35         float itemHeight = 1.0f / columCount;   //每一帧高度
36 
37         while (true)
38         {
39             float offset_x = currentIndex %columCount * itemWidth;//x偏移量=当前索引值%列数*每帧宽度
40             float offset_y = currentIndex / rowCount * itemHeight;//y偏移量=当前索引值%行数*每帧高度
41 
42             mat.SetTextureScale("_MainTex", new Vector2(itemWidth, itemHeight));//片大小缩放
43             mat.SetTextureOffset("_MainTex", new Vector2(offset_x, offset_y));//片偏移计算
44 
45             yield return new WaitForSeconds(1 / fps);
46 
47             currentIndex = (++currentIndex) % (rowCount * columCount);//完成一次循环后索引归零
48         }
49     }
50 }

 注:我的Unity2017.1.0f3版本截图如下

第二种方法用Shader去编写:

参考:http://www.cnblogs.com/hellohuan/p/3512784.html,感谢!

 1 Shader "2D/FragmentAnim" {
 2     Properties{
 3         _Color("Main Color", Color) = (1,1,1,1)
 4         _MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
 5         _SizeX("列数", Float)  =4
 6         _SizeY("行数", Float)  =4
 7         _Speed("播放速度", Float) = 200
 8     }
 9 
10         SubShader{
11         Tags{ "RenderType" = "Opaque" }
12         LOD 200
13 
14         CGPROGRAM
15 #pragma surface surf Lambert alpha
16 
17         sampler2D _MainTex;
18         fixed4 _Color;
19 
20     uniform fixed _SizeX;
21     uniform fixed _SizeY;
22     uniform fixed _Speed;
23 
24     struct Input {
25         float2 uv_MainTex;
26     };
27 
28     void surf(Input IN, inout SurfaceOutput o) {
29 
30         int index = floor(_Time.x * _Speed);
31         int indexY = index / _SizeX;
32         int indexX = index - indexY*_SizeX;
33         float2 testUV = float2(IN.uv_MainTex.x / _SizeX, IN.uv_MainTex.y / _SizeY);
34 
35         testUV.x += indexX / _SizeX;
36         testUV.y += indexY / _SizeY;
37 
38         fixed4 c = tex2D(_MainTex, testUV) * _Color;
39         o.Albedo = c.rgb;
40 
41         o.Alpha = c.a;
42         //o.Albedo = float3( floor(_Time .x * _Speed) , 1.0, 1.0);
43     }
44     ENDCG
45     }
46 
47         Fallback "Transparent/VertexLit"
48 }

注:我的Unity2017.1.0f3版本截图如下

原文地址:https://www.cnblogs.com/craft0625/p/7364589.html