Shader "Unlit/TwoTexOffset" { Properties { [HDR] _MainCol("MainCol",color) = (1,1,1,1) _MainTex("Texture", 2D) = "white" {} _OffsetSpeed("OffsetSpeed",vector) = (1,1,0,0) [HDR] _MainCol2("MainCol2",color) = (1,1,1,1) _MainTex2("Texture2", 2D) = "white" {} _OffsetSpeed2("OffsetSpeed2",vector) = (1,1,0,0) } SubShader { Tags {"Queue" = "Transparent" "RenderType" = "Transparent" } Pass { ZTest Off 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 { float4 uv : TEXCOORD0; float4 vertex : SV_POSITION; half4 color: TEXCOORD1; }; sampler2D _MainTex,_MainTex2; float4 _MainTex_ST,_MainTex2_ST; half4 _MainCol,_MainCol2; float4 _OffsetSpeed,_OffsetSpeed2; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv.xy = v.uv * _MainTex_ST.xy + _MainTex_ST.wz + _Time.y * _OffsetSpeed.xy; o.uv.zw = v.uv * _MainTex2_ST.xy + _MainTex2_ST.wz + _Time.y * _OffsetSpeed2.xy; o.color = v.color; return o; } half4 frag(v2f i) : SV_Target { half4 col = tex2D(_MainTex, i.uv.xy) * _MainCol * i.color; half4 col2 = tex2D(_MainTex2, i.uv.zw) * _MainCol2 * i.color; col.rgb *= col.a; col2.rgb *= col2.a; col += col2; col.a = saturate(col.a); return col*i.color; } ENDCG } } }