在Unity3D中,你可以使用Shader来实现视差滚动效果。以下是一个简单的示例,展示了如何使用Unity Shader实现视差效果:
Shader "Custom/ParallaxShader" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1) {}
}
SubShader {
Tags {"Queue"="Transparent" "RenderType"="Transparent"}
LOD 100
CGPROGRAM
#pragma surface surf Lambert vertex:vert
sampler2D _MainTex;
float4 _Color;
struct Input {
float2 uv_MainTex;
};
void vert (inout appdata_full v) {
float4 worldpos = mul(unity_ObjectToWorld, v.vertex);
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
float3 worldViewDir = UnityObjectToWorldDir(v.viewDir);
v.worldpos = worldpos;
}
void surf (Input IN, inout SurfaceOutput o) {
float2 uv = IN.uv_MainTex;
float depth = 1 - uv.y;
float2 parallax = depth * 2 - 1;
o.Albedo = tex2D(_MainTex, uv).rgb * _Color.rgb;
o.Alpha = _Color.a;
}
ENDCG
}
FallBack "Diffuse"
}
现在,当您运行场景时,您应该能够看到ParallaxShader在所选对象上产生的视差滚动效果。您可以根据需要调整Shader代码中的参数,以获得所需的效果。