ShanDongVirtualPowerPlant/u3d-ShanDongVirtualPowerPlant/Assets/Adam/Shader/CirculationBg.shader

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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"
}