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Question by babelshift · Mar 25, 2014 at 02:00 AM · 2dtextureperformancescrolling

2D tiled background and scrolling (is this bad?)

I have a 128x128 texture which contains a pattern that I want to tile in the background. I also want to scroll this texture to create an infinitely moving pattern look. I've accomplished this through:

 void OnGUI()
 {
     for (int x = -1; x <= screenWidth / textureBackground.width; x++)
     {
         for (int y = -1; y <= screenHeight / textureBackground.height; y++)
         {
             float drawAtX = (x + backgroundOffset) * textureBackground.width;
             float drawAtY = (y + backgroundOffset) * textureBackground.height;
 
             GUI.DrawTexture(new Rect(drawAtX, drawAtY, textureBackground.width, textureBackground.height), textureBackground);
         }
     }
 }

I'm still new to Unity and basically wondering if there's a better way. This just tiles a 128x128 texture to fill the screen and adjusts its offset by small amounts on each Update

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avatar image Gruffy · Mar 25, 2014 at 02:01 AM 0
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Hi and welcome. Do you want to draw to to whole screen or on to a game object, like a plane, cube etc? Cheers bud. Gruffy

avatar image babelshift · Mar 25, 2014 at 02:03 AM 0
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@Gruffy, it's a background, so I would like to fill the entire viewable screen.

avatar image Gruffy · Mar 25, 2014 at 02:28 AM 0
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Okay, I just need a moment

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Answer by Gruffy · Mar 25, 2014 at 03:07 AM

If you take this shader code and in your project create a new shader, then copy this into it.

Make a material, and find this shader in the list. put a texture into the material , add the material to a gameobject(i.e. a plane) fiddle with the x and y controllers to adjust speed on each respective axis.

Aftre that, its really just a case of draggingthe object upto the camera to fit screen (maybe stretching game object to fit your aspect ratio better too maybe)

Hope that helps to show you there is another way.

 Shader "GruffyShaders/ScrollUV" 
 {
     Properties 
     {
         _MainTint ("Diffuse Tint", Color) = (1,1,1,1)
         //set scroll direction properties  
          _ScrollXSpeed("X Scroll Speed", Range(0,10)) = 2
          _ScrollYSpeed("Y Scroll Speed", Range(0,10)) = 2
         _MainTex ("Base (RGB)", 2D) = "white" {}
         
     }
     SubShader 
     {
         Tags { "RenderType"="Opaque" }
         LOD 200
         
         CGPROGRAM
         #pragma surface surf Lambert
         fixed4 _MainTint;
         fixed _ScrollXSpeed;
         fixed _ScrollYSpeed;
         sampler2D _MainTex;
 
 
         struct Input 
         {
             float2 uv_MainTex;
 
         };
 
         void surf (Input IN, inout SurfaceOutput o) 
         {
             //create cache to store UV prior to passing  to the texture 2d function
             fixed2 scrolledUV = IN.uv_MainTex;
             //create cache to store eperate x & y components so the uvs can be scaled over time (in built time function)
             fixed xScrollValue = _ScrollXSpeed * _Time;
             fixed yScrollValue = _ScrollYSpeed * _Time;    
             
             //apply final UV offset
             scrolledUV += fixed2(xScrollValue, yScrollValue);
 
             
             //apply the textures and tint
             half4 c = tex2D (_MainTex, scrolledUV);
         
             o.Albedo = c.rgb * _MainTint;
             o.Alpha = c.a;
         }
         ENDCG
     } 
     FallBack "Diffuse"
 }
 

Night night for now, can help further tomorrow Gruffy

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