Shader "Unlit/TexOffset_ZhengFan" { Properties { [HDR] _MainCol("MainCol",color) = (1,1,1,1) _MainTex("Texture", 2D) = "white" {} _OffsetSpeed("OffsetSpeed",vector) = (1,1,0,0) _ZhengFan("ZhengFan",float)=1 } SubShader { Tags {"Queue" = "Transparent" "RenderType" = "Transparent" } Pass { ZWrite Off Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; half4 color : COLOR; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; half4 color: TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_ST; half4 _MainCol; float4 _OffsetSpeed; float _ZhengFan; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv * _MainTex_ST.xy* _ZhengFan + _MainTex_ST.wz + _Time.y * _OffsetSpeed.xy/** _ZhengFan*/; o.color = v.color; return o; } half4 frag(v2f i) : SV_Target { half4 col = tex2D(_MainTex, i.uv) * _MainCol * i.color; return col; } ENDCG } } }