| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566 | 
							- 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
 
-         }
 
-     }
 
- }
 
 
  |