| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374 | Shader "Unlit/TwoTexOffset"{    Properties    {        [HDR] _MainCol("MainCol",color) = (1,1,1,1)        _MainTex("Texture", 2D) = "white" {}        _OffsetSpeed("OffsetSpeed",vector) = (1,1,0,0)        [HDR] _MainCol2("MainCol2",color) = (1,1,1,1)        _MainTex2("Texture2", 2D) = "white" {}        _OffsetSpeed2("OffsetSpeed2",vector) = (1,1,0,0)    }        SubShader        {            Tags {"Queue" = "Transparent" "RenderType" = "Transparent" }            Pass            {                ZTest Off                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,_MainTex2;                float4 _MainTex_ST,_MainTex2_ST;                half4 _MainCol,_MainCol2;                float4 _OffsetSpeed,_OffsetSpeed2;                v2f vert(appdata v)                {                    v2f o;                    o.vertex = UnityObjectToClipPos(v.vertex);                    o.uv.xy = v.uv * _MainTex_ST.xy + _MainTex_ST.wz + _Time.y * _OffsetSpeed.xy;                    o.uv.zw = v.uv * _MainTex2_ST.xy + _MainTex2_ST.wz + _Time.y * _OffsetSpeed2.xy;                    o.color = v.color;                    return o;                }                half4 frag(v2f i) : SV_Target                {                    half4 col = tex2D(_MainTex, i.uv.xy) * _MainCol * i.color;                    half4 col2 = tex2D(_MainTex2, i.uv.zw) * _MainCol2 * i.color;                    col.rgb *= col.a;                    col2.rgb *= col2.a;                    col += col2;                    col.a = saturate(col.a);                    return col*i.color;                }                ENDCG            }        }}
 |