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							- Shader "Unlit/TexOffset_ZhengFan"
 
- {
 
-     Properties
 
-     {
 
-         [HDR] _MainCol("MainCol",color) = (1,1,1,1)
 
-         _MainTex("Texture", 2D) = "white" {}
 
-         _OffsetSpeed("OffsetSpeed",vector) = (1,1,0,0)
 
-         _ZhengFan("ZhengFan",float)=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
 
-                 {
 
-                     float2 uv : TEXCOORD0;
 
-                     float4 vertex : SV_POSITION; 
 
-                     half4 color: TEXCOORD1;
 
-                 };
 
-                 sampler2D _MainTex;
 
-                 float4 _MainTex_ST;
 
-                 half4 _MainCol;
 
-                 float4 _OffsetSpeed;
 
-                 float _ZhengFan;
 
-                 v2f vert(appdata v)
 
-                 {
 
-                     v2f o;
 
-                     o.vertex = UnityObjectToClipPos(v.vertex);
 
-                     o.uv = v.uv * _MainTex_ST.xy* _ZhengFan + _MainTex_ST.wz + _Time.y * _OffsetSpeed.xy/** _ZhengFan*/; 
 
-                     o.color = v.color;
 
-                     return o;
 
-                 }
 
-                 half4 frag(v2f i) : SV_Target
 
-                 {
 
-                     half4 col = tex2D(_MainTex, i.uv) * _MainCol * i.color;
 
-                     return col;
 
-                 }
 
-                 ENDCG
 
-             }
 
-         }
 
- }
 
 
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