Shader "Unlit/TexOffset" { Properties { [HDR]_MainCol("MainCol",color) = (1,1,1,1) _MainTex ("Texture", 2D) = "white" {} _OffsetSpeed("OffsetSpeed",vector) = (1,1,0,0) } 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; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv * _MainTex_ST.xy + _MainTex_ST.wz + _Time.y * _OffsetSpeed.xy; o.color = v.color; return o; } half4 frag (v2f i) : SV_Target { half4 col = tex2D(_MainTex, i.uv)* _MainCol* i.color; return col; } ENDCG } } }