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@TheCuttlefish
Last active May 10, 2022 15:13
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Scroll Shader in Unity Standard Rendering Pipeline
Shader "Unlit/Scroll"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_SpeedX ("_SpeedX", float) = 0.5
_SpeedY("_SpeedY", float) = 0
_Color("Color (RGBA)", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
ZWrite Off
//Blend SrcAlpha OneMinusSrcAlpha
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _SpeedX,_SpeedY;
float4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half4 sub;
half2 uv = i.uv;
half t = (_Time.x * _SpeedX) - floor(_Time.x);
uv.x = i.uv.x + t;
half t2 = (_Time.x * _SpeedY) - floor(_Time.x);
uv.y = i.uv.y + t2;
fixed4 col = tex2D(_MainTex , uv) * _Color;
return col;
}
ENDCG
}
}
}
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