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							- 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
 
-         }
 
-       
 
-     }
 
- }
 
 
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