I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
2.2 KiB
Flipbook Node
Description
Creates a flipbook, or texture sheet animation, of the UVs supplied to input UV. The amount of tiles on the sheet are defined by the values of the inputs Width and Height. The index of the current tile is defined by the value of the input Tile.
This node can be used to create a texture animation functionality, commonly used for particle effects and sprites, by supplying Time to the input Tile and outputting to the UV input slot of a Texture Sampler.
UV data is typically in the range of 0 to 1 starting from the bottom left of UV space. This can be seen by the black value at the bottom left corner of a UV preview. As flipbooks typically start from top left the parameter Invert Y is enabled by default, however you can change the direction of the Flipbook by switching the Invert X and Invert Y parameters.
Ports
Name | Direction | Type | Binding | Description |
---|---|---|---|---|
UV | Input | Vector 2 | UV | Input UV value |
Width | Input | Float | None | Amount of horizontal tiles |
Height | Input | Float | None | Amount of vertical tiles |
Tile | Input | Float | None | Current tile index |
Out | Output | Vector 2 | None | Output UV value |
Controls
Name | Type | Options | Description |
---|---|---|---|
Invert X | Toggle | True, False | If enabled tiles are iterated from right to left |
Invert Y | Toggle | True, False | If enabled tiles are iterated from top to bottom |
Generated Code Example
The following example code represents one possible outcome of this node.
float2 _Flipbook_Invert = float2(FlipX, FlipY);
void Unity_Flipbook_float(float2 UV, float Width, float Height, float Tile, float2 Invert, out float2 Out)
{
Tile = fmod(Tile, Width * Height);
float2 tileCount = float2(1.0, 1.0) / float2(Width, Height);
float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
Out = (UV + float2(tileX, tileY)) * tileCount;
}