Unity Sheet Animation Shader Graph版

# 概要
Sheet Animation ShaderのShader Graph版です
URPにも対応しています
ロジックについての解説はこちらの記事を参照してください
[Unity Sheet Animation Shader](https://qiita.com/broken55/items/8a9159fed98403208662)

# Graph全体
![image.png](https://qiita-image-store.s3.ap-northeast-1.amazonaws.com/0/105021/09eb1c91-376f-33a7-fdac-ae977370b234.png)


![image.png](https://qiita-image-store.s3.ap-northeast-1.amazonaws.com/0/105021/b620cdb2-3d6d-5634-4a15-dbad71772b3d.png)

<details>
<summary>ここのコードをコピペするとノードが再現されます</summary><div>
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</div></details>

# 解説
ロジックについては[こちら](https://qiita.com/broken55/items/8a9159fed98403208662)と全く同じになっています

まずIndexを作るために`Time`ノードを利用しています
![image.png](https://qiita-image-store.s3.ap-northeast-1.amazonaws.com/0/105021/44c12987-4282-85c7-55cb-1e4d7cc8a984.png)

ここがOffsetを計算している部分になります
floatでの計算になるので、`Floor`ノードを使って小数点以下切り捨てを行っています
![image.png](https://qiita-image-store.s3.ap-northeast-1.amazonaws.com/0/105021/ec123428-f073-a789-c34d-cce11bd0e8a6.png)

こちらでTilingの値を計算しています
`1/Row`や`1/Column`の部分は出力を使いまわすこともできますが
今回は見やすさ重視のために各場所で計算を行っています
![image.png](https://qiita-image-store.s3.ap-northeast-1.amazonaws.com/0/105021/eec3a8a4-1c2e-a4e4-9dc2-82aab9137340.png)

最終出力部分です
`Tiling And Offset`ノードでTilingとOffsetを設定し、それを`Sample Texture 2D`ノードに渡します
`Sample Texture 2D`ノードからの出力と`MainColor`を掛け合わせることで色の変更を可能にしています
最終出力の`Unlit Master`に各色を設定して終了です
![image.png](https://qiita-image-store.s3.ap-northeast-1.amazonaws.com/0/105021/14dd5ac5-bfbd-07ac-2569-329c7229bb64.png)

また`Unlit Mster`の歯車マークから設定を変更することができます
半透明にしたり、両面描画に変更することも可能です
![image.png](https://qiita-image-store.s3.ap-northeast-1.amazonaws.com/0/105021/9841a3a8-3f69-8f21-e9e1-92b5c9ff3c19.png)
![image.png](https://qiita-image-store.s3.ap-northeast-1.amazonaws.com/0/105021/c418a3be-a56c-7d05-9707-1e6329ce5598.png)