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void surf (Input IN, inout SurfaceOutputStandard o) | |
{ | |
// Create a separate 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 UVs 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; | |
o.Alpha = c.a; | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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