内置渲染管线

Shader "SunY/C11-ImageSequenceAnimation"
{
    Properties
    {
        _Color ("Color Tint", Color) = (1, 1, 1, 1)
        _MainTex ("Image Sequence", 2D) = "white" {}
        _HorizontalAmount("Horizontal Amont", float) = 4
        _VerticalAmount("Vertical Amount", float) = 4
        _Speed("Speed", Range(1, 100)) = 30
    }

    SubShader
    {
        Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }

        Pass
        {
            Tags { "LightMode" = "ForwardBase" }
            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha

            CGPROGRAM

            #include "UnityCG.cginc"

            #pragma vertex vert
            #pragma fragment frag

            fixed4 _Color;
            sampler2D _MainTex;
            float4 _MainTex_ST;
            float _HorizontalAmount;
            float _VerticalAmount;
            float _Speed;

            struct a2v
            {
                float4 vertex : POSITION;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            v2f vert(a2v v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex).xy;

                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                float col = floor(_Time.y * _Speed);
                float row = floor(col / _VerticalAmount);

                half2 uv = i.uv + half2(col, -row);
                uv.x /= _HorizontalAmount;
                uv.y /= _VerticalAmount;

                fixed4 c = tex2D(_MainTex, uv);
                c.rgb *= _Color;
                return c;
            }

            ENDCG
        }
    }

    FallBack "Transparent/VertexLit"
}

URP渲染管线

Shader "SunY/C11-U-ImageSequenceAnimation"
{
    Properties
    {
        _Color ("Color Tint", Color) = (1, 1, 1, 1)
        _MainTex ("Image Sequence", 2D) = "white" {}
        _HorizontalAmount("Horizontal Amont", float) = 4
        _VerticalAmount("Vertical Amount", float) = 4
        _SequenceID("SequenceID", float) = 0
        _Speed("PlaySpeed", Range(1, 100)) = 30
    }

    SubShader
    {
        Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" "RenderPipeline" = "UniversalPipeline" }

        Pass
        {
            Tags{ "LightMode" = "UniversalForward" }

            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha
            
            HLSLPROGRAM

            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

            #pragma vertex vert
            #pragma fragment frag

            CBUFFER_START(UnityPerMaterial)
            half4 _Color;
            float4 _MainTex_ST;
            float _HorizontalAmount;
            float _VerticalAmount;
            float _SequenceID;
            float _Speed;
            CBUFFER_END

            TEXTURE2D(_MainTex);
            SAMPLER(sampler_MainTex);

            struct a2v
            {
                float4 vertex: POSITION;
                float4 texcoord: TEXCOORD0;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
            };


            v2f vert (a2v v)
            {
                v2f o;
                o.pos = TransformObjectToHClip(v.vertex);
                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);

                return o;
            }

            half4 frag (v2f i) : SV_Target
            {
                // 第一种方法
                //_SequenceID = floor(_Time.y * _Speed);
                //float frameCount = _HorizontalAmount * _VerticalAmount;
                //_SequenceID = fmod(_SequenceID, frameCount);

                //int row = floor(_SequenceID / _VerticalAmount);
                //int col = fmod(_SequenceID, _VerticalAmount);

                //float uInterval = 1 / _VerticalAmount;
                //float vInterval = 1 / _HorizontalAmount;
                //i.uv *= float2(uInterval, vInterval);
                //i.uv += float2(col * uInterval, (_HorizontalAmount - 1 - row) * vInterval);

                //half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
                //return color;

                // 第二种方法
                float col = floor(_Time.y * _Speed);
                float row = floor(col / _VerticalAmount);

                i.uv += half2(col, -row);
                i.uv.x /= _HorizontalAmount;
                i.uv.y /= _VerticalAmount;

                half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
                color.rgb *= _Color;
                return color;
            }
            ENDHLSL
        }
    }
}