Shader "Unlit/TexOffsetTowCol" { Properties { [HDR]_Col1("Col1",color)=(1,1,1,1) [HDR]_Col2("Col2",color) = (1,1,1,1) _MainTex ("Texture", 2D) = "white" {} _OffsetSpeed("OffsetSpeed",vector) = (1,1,0,0) _ColorRange("ColorRange",Range(0,1)) = 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 { float4 uv : TEXCOORD0; float4 vertex : SV_POSITION; half4 color: TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _OffsetSpeed; float4 _Col1, _Col2; float _ColorRange; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv.xy = v.uv.xy; o.uv.zw = v.uv.xy * _MainTex_ST.xy + _MainTex_ST.wz + _Time.y * _OffsetSpeed.xy; o.color = v.color; return o; } half4 frag(v2f i) : SV_Target { float factor = smoothstep(0,_ColorRange,i.uv.x); half4 col3 = lerp(_Col1,_Col2, factor); half4 col = tex2D(_MainTex, i.uv.zw) * col3; return col; } ENDCG } } }