chicken_dy/Assets/Art/Shader/UI_Scroll.shader

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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"
}