Singularity/Library/PackageCache/com.unity.shadergraph@12.1.11/Documentation~/Flipbook-Node.md
2024-05-06 11:45:45 -07:00

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# 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](Time-Node.md) to the input **Tile** and outputting to the UV input slot of a [Texture Sampler](Sample-Texture-2D-Node.md).
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;
}
```