TexOffset_ZhengFan.shader 1.7 KB

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  1. Shader "Unlit/TexOffset_ZhengFan"
  2. {
  3. Properties
  4. {
  5. [HDR] _MainCol("MainCol",color) = (1,1,1,1)
  6. _MainTex("Texture", 2D) = "white" {}
  7. _OffsetSpeed("OffsetSpeed",vector) = (1,1,0,0)
  8. _ZhengFan("ZhengFan",float)=1
  9. }
  10. SubShader
  11. {
  12. Tags {"Queue" = "Transparent" "RenderType" = "Transparent" }
  13. Pass
  14. {
  15. ZWrite Off
  16. Blend SrcAlpha OneMinusSrcAlpha
  17. CGPROGRAM
  18. #pragma vertex vert
  19. #pragma fragment frag
  20. #include "UnityCG.cginc"
  21. struct appdata
  22. {
  23. float4 vertex : POSITION;
  24. float2 uv : TEXCOORD0;
  25. half4 color : COLOR;
  26. };
  27. struct v2f
  28. {
  29. float2 uv : TEXCOORD0;
  30. float4 vertex : SV_POSITION;
  31. half4 color: TEXCOORD1;
  32. };
  33. sampler2D _MainTex;
  34. float4 _MainTex_ST;
  35. half4 _MainCol;
  36. float4 _OffsetSpeed;
  37. float _ZhengFan;
  38. v2f vert(appdata v)
  39. {
  40. v2f o;
  41. o.vertex = UnityObjectToClipPos(v.vertex);
  42. o.uv = v.uv * _MainTex_ST.xy* _ZhengFan + _MainTex_ST.wz + _Time.y * _OffsetSpeed.xy/** _ZhengFan*/;
  43. o.color = v.color;
  44. return o;
  45. }
  46. half4 frag(v2f i) : SV_Target
  47. {
  48. half4 col = tex2D(_MainTex, i.uv) * _MainCol * i.color;
  49. return col;
  50. }
  51. ENDCG
  52. }
  53. }
  54. }