Shader "Custom/Scrolling"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_ScrollU ("Scroll U", Float) = 1
_ScrollV ("Scroll V", Float) = 1
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 200
CGPROGRAM
#pragma surface surf Lambert alpha
sampler2D _MainTex;
fixed4 _Color;
float _ScrollU;
float _ScrollV;
struct Input
{
float2 uv_MainTex;
float4 color : COLOR;
};
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex + (_Time * float2(_ScrollU, _ScrollV))) * _Color * IN.color;
o.Emission = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
}
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_ScrollU ("Scroll U", Float) = 1
_ScrollV ("Scroll V", Float) = 1
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 200
CGPROGRAM
#pragma surface surf Lambert alpha
sampler2D _MainTex;
fixed4 _Color;
float _ScrollU;
float _ScrollV;
struct Input
{
float2 uv_MainTex;
float4 color : COLOR;
};
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex + (_Time * float2(_ScrollU, _ScrollV))) * _Color * IN.color;
o.Emission = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
}