Shader "Unlit/UI_Scroll" { Properties { _MainTex("MainTex", 2D) = "white" {} // 纹理 _ScrollX("ScrollX",Float) = 1.0// X滚动速度 _ScrollY("ScrollY",Float) = 1.0// Y滚动速度 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry" } LOD 100 Pass { Tags{ "LightMode" = "ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct a2v { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; sampler2D _MainTex; float4 _MainTex_ST; float _ScrollX; float _ScrollY; v2f vert(a2v v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex) + frac(float2 (_ScrollX, _ScrollY) * _Time.y); return o; } fixed4 frag(v2f i) : SV_Target { fixed4 c = tex2D(_MainTex, i.uv.xy); return c; } ENDCG } } FallBack "VertexLit" }