参考:
Properties
{
_MainTint ("Diffuse Tint", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_ScrollXSpeed ("X Scroll Speed", Range(0, 10)) = 2
_ScrollYSpeed ("Y Scroll Speed", Range(0, 10)) = 2
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
fixed4 _MainTint;
fixed _ScrollXSpeed;
fixed _ScrollYSpeed;
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o)
{
//Create a seperate variable to store our uvs
//before we pass them to the tex2D() function
fixed2 scrolledUV = IN.uv_MainTex;
//Create variables that store the individual x and y
//components for the uv's scaled by time
fixed xScrollValue = _ScrollXSpeed * _Time;
fixed yScrollValue = _ScrollYSpeed * _Time;
//Apply the final uv offset
scrolledUV += fixed2(xScrollValue, yScrollValue);
//Apply textures and tint
half4 c = tex2D (_MainTex, scrolledUV);
o.Albedo = c.rgb * _MainTint;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"