Shader "Hidden/Panner"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Dist("Dist", Range(0,1)) = 0.0
_U("U", Float) = 1.0
_V("V", Float) = 1.0
// 借助MaterialPropertyDrawer在材质面板定义类似于bool的变量,用于控制代码流程
[Toggle] _PANNERBYTIME ("Panner By Time?", Float) = 0
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#pragma shader_feature _PANNERBYTIME_ON
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};