Created
June 27, 2024 21:10
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Shader "Custom/SpriteScrollShaderWithColor" { | |
Properties { | |
_MainTex ("Texture", 2D) = "white" {} | |
_UVOffset ("UV Offset", Vector) = (0,0,0,0) | |
_Color ("Color", Color) = (1,1,1,1) | |
} | |
SubShader { | |
Tags { "Queue"="Transparent" "RenderType"="Transparent" } | |
LOD 100 | |
Blend SrcAlpha OneMinusSrcAlpha | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata_t { | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
fixed4 color : COLOR; | |
}; | |
struct v2f { | |
float2 uv : TEXCOORD0; | |
fixed4 color : COLOR; | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
float4 _UVOffset; | |
fixed4 _Color; | |
v2f vert (appdata_t IN) { | |
v2f OUT; | |
OUT.uv = IN.uv + _UVOffset.xy; | |
OUT.color = IN.color * _Color; | |
OUT.vertex = UnityObjectToClipPos(IN.vertex); | |
return OUT; | |
} | |
fixed4 frag (v2f IN) : SV_Target { | |
fixed4 c = tex2D(_MainTex, IN.uv) * IN.color; | |
return c; | |
} | |
ENDCG | |
} | |
} | |
FallBack "Diffuse" | |
} |
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