UV Animation
UV Animation modulates the texture lookup coordinates per frame to animate surfaces without touching geometry. Genesis ships six modes — scroll, wave, distortion, pixelate, stutter, and hand-drawn jitter — covering everything from flowing water to 12 FPS stop-motion looks.
Surface motion with no geometry change — scrolling foam and heat-haze distortion.
When to use it
- Conveyor belts and treadmills — scroll mode.
- Water surfaces — wave plus distortion.
- Retro and pixel art — pixelate mode.
- Stop-motion and hand-drawn anime — stutter plus jitter.
Difference from Vertex Animation
Modes
- Scroll — constant
(u, v) += (_ScrollX, _ScrollY) * _Time. The simplest mode. - Wave — a sinusoidal warp:
uv += sin(uv.yx * density + time * speed) * amplitude. - Distortion — samples a normal-style map and uses its XY as an additional UV offset, for heat-haze looks.
- Pixelate — snaps UVs to a configurable grid for retro-pixel rendering.
- Stutter — quantizes time to a frame rate (for example 12 FPS) so all UV animation steps in discrete frames.
- Hand-drawn — sub-pixel UV jitter that changes every N frames, giving the impression of redrawn frames.
The six UV animation modes looping on identical quads.
Properties
Usage
- Pick the Mode that matches your effect.
- For Scroll, set the velocity in Scroll Speed (0.1 is a slow drift, 1.0 a fast conveyor).
- For Stutter or Hand-drawn, set the frame rate; 8–15 FPS reads as 2D animation.
- Stack with Posterize and Cel Shading for the canonical anime aesthetic.
material.SetFloat("_UVAnimMode", 5); // Stutter
material.SetInt("_UVStutterFPS", 12);
material.SetVector("_UVScrollSpeed", new Vector4(0.05f, 0, 0, 0));Tips & gotchas
- Wrap mode matters: scroll modes need Repeat wrapping, since clamped textures leak edge color.
- Stutter affects everything inside the shader, including dissolve and emission pulses, so pair them deliberately.
- Scroll is free; distortion adds one texture sample, and stutter is a quantize, also free.
- UV animation is fragment-side and per-eye consistent in VR.
Related
- Vertex Animation — the geometry-side cousin.
- Cel Shading — stutter plus cel gives the 2D anime look.
- Hologram — scan lines are a built-in UV scroll.
- Dissolve — combine with UV scroll for moving dissolve patterns.
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