UV滚动
Shader "Nafio/ScrollUV" { Properties { _Tex("T",2D) = "white" {} _SpeedV("SV",float) = 0 _SpeedU("SU",float) = 1 } SubShader { Tags{"RenderType"="Opaque"} LOD 200 CGPROGRAM #pragma surface surf Lambert sampler2D _Tex; fixed _SpeedV; fixed _SpeedU; struct Input { float2 uv_Tex; }; void surf(Input IN,inout SurfaceOutput s) { fixed2 scruv = IN.uv_Tex; fixed offv = _SpeedV * _Time; fixed offu = _SpeedU * _Time; scruv +=fixed2(offu,offv); fixed4 c = tex2D(_Tex,scruv); s.Albedo = c.rgb; s.Alpha = 1; } ENDCG } FallBack "Diffuse" }