Shader "Custom/CirculationBg" { Properties { _MainTex("Texture", 2D) = "white" {} _ScrollXSpeed("X Scroll Speed",Range(-100,100)) = 0 _ScrollYSpeed("Y Scroll Speed",Range(-100,100)) = 0 } SubShader { Tags { "RenderType" = "Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _ScrollXSpeed; float _ScrollYSpeed; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag(v2f i) : SV_Target { float2 uv = i.uv; float xNew = frac(_ScrollXSpeed * _Time); //frac是取小数的函数 如1.23 取出来是 0.23 float yNew = frac(_ScrollYSpeed * _Time); uv += float2(xNew,yNew); float4 col = tex2D(_MainTex, uv); return col; } ENDCG } } Fallback "VertexLit" }