ShaderWeaver使用教程8-动画序列帧
2018-03-20 本文已影响31人
OneMore2018
我们将在本教程中做什么
![](https://img.haomeiwen.com/i913533/0f2963767df42965..gif)
准备节点
![](https://img.haomeiwen.com/i913533/2bf421dd7d61ffc0..png)
按下“ShaderWeaver”窗口右下方的“+”按钮
![](https://img.haomeiwen.com/i913533/bd880e87a41fa258..png)
选中“排除Root:”
![](https://img.haomeiwen.com/i913533/12edda83bfc48519..png)
添加图像节点
![](https://img.haomeiwen.com/i913533/01641db61cde6c3c..png)
在项目视图中打开“ShaderWeaver / Tutorials / Tutorial 11 - Animation Sheet”文件夹,
并将“BirdHeroSprite”纹理设置为image1节点
![](https://img.haomeiwen.com/i913533/f920fe431408509f..png)
连接image1和ROOT节点
![](https://img.haomeiwen.com/i913533/6e9f1a7fb98c9be2..png)
按下image1节点的“编辑”按钮
![](https://img.haomeiwen.com/i913533/3d298ec634ae1a81..png)
按下右下方的“+”按钮
![](https://img.haomeiwen.com/i913533/e1a3235cce51c1bc..png)
选中“[AnimationSheet]”
![](https://img.haomeiwen.com/i913533/9da5fbeb8a2e9300..png)
将“平铺X”更改为“3”
现在节点已准备就绪
保存着色器
![](https://img.haomeiwen.com/i913533/2ac3f1344c0d4f7f..png)
在“ShaderWeaver”窗口中选择“Save”并保存着色器,将
文件名设置为“tutorial8.shader”
![](https://img.haomeiwen.com/i913533/af5a8e8ffc51762c..png)
如果这些文件被添加到项目视图中,则着色器创建完成
![](https://img.haomeiwen.com/i913533/d21781955fed0578..gif)
您可以检查图像是否在“ShaderWeaver”窗口的预览中切换
使用创建的着色器
![](https://img.haomeiwen.com/i913533/4221ef3f9cbf7266..png)
从Unity菜单中选择“GameObject> 3D Object> Quad”
![](https://img.haomeiwen.com/i913533/dcc5dc95a85bd6ac..png)
选择由Hierarchy创建的“Quad”对象, 然后将项目视图“tutorial 8”材质拖放到
Inspector的材质设置字段中
以设置它
![](https://img.haomeiwen.com/i913533/87a21406d9c9e1b2..png)
适当地设置“Quad”对象的大小(x:5,y:5等)
![](https://img.haomeiwen.com/i913533/d7256c9614f3ed81..gif)
当你运行Unity时,你可以检查你创建的着色器是否工作正常
这是如何使用动画序列帧