Unity3D - 纹理贴图偏移

Material设置纹理偏移

function SetTextureOffset (propertyName : string, offset : Vector2) : void  //根据属性名称propertyName设置材质的纹理偏移offset

propertyName有三种:

  "_MainTex" : 主要的漫反射纹理;

  "_BumpMap": 法线贴图;

  "_Cube" : 反射cubemap(立方体贴图);

 

尚未学习shader,从字面感觉"_MainTex"表示主要的纹理图案,目前用了"_MainTex"可以使用,其它暂不知道如何使用,先挖坑@@!

使用"_MainTex"的SetTextureOffset()方法等同于设置mainTexture属性

 

unity官方案例

1 // Scroll main texture based on time
2 //根据时间滚动主纹理
3 
4 var scrollSpeed : float = 0.5;
5 
6 function Update () {
7     var offset : float = Time.time * scrollSpeed;
8     renderer.material.SetTextureOffset ("_MainTex", Vector2 (offset,0));
9 }

 

Unity 5.X 3D游戏开发技术详解与典型案例(改)

 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 public class DoogHua : MonoBehaviour {
 5     public GameObject adBan1;
 6     public GameObject adBan2;
 7     public int materialIndex = 0;
 8     public Vector2 moveRate = new Vector2(0.2f, 0); //以0.2的速度水平移动
 9     public bool useTime = true;    //标志位,使用时间控制速度
10     public Vector2 moveTime = new Vector2(1, 1);
11 
12     string textureName = "_MainTex";    //主要的漫反射纹理
13     Vector2 offset = Vector2.zero;
14 
15     void Update() {
16         if (useTime) {
17             if (moveTime.x != 0) {
18                 moveRate.x = 1f / moveTime.x;
19             }
20             else {
21                 moveRate.x = 0;
22             }
23             if (moveTime.y != 0) {
24                 moveRate.y = 1f / moveTime.y;
25             }
26             else {
27                 moveRate.y = 0;
28             }
29         }
30         moveRate = Vector2.Min(moveRate, new Vector2(100, 100));
31         offset += (moveRate * Time.deltaTime);
32         
33         if (adBan1.GetComponent<Renderer>().enabled) {
34             //adBan1.GetComponent<Renderer>().materials[materialIndex].SetTextureOffset(textureName, offset);
35             adBan1.GetComponent<Renderer>().materials[materialIndex].mainTextureOffset = offset;    //效果同上
36         }
37         if (adBan2.GetComponent<Renderer>().enabled) {
38             adBan2.GetComponent<Renderer>().materials[materialIndex].SetTextureOffset(textureName, offset);
39         }
40     }
41 }

 

 

效果如下:

 

posted @ 2017-07-31 20:29  沙溪河边青青草  阅读(1827)  评论(0编辑  收藏  举报