Shader "Custom/NavPathArrow" { Properties { _MainTex("Texture", 2D) = "white" {} _ScrollYSpeed("Y Scroll Speed", Range(-20, 20)) = 2 } SubShader { Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } LOD 100 //双面渲染 Cull Off //Alpha混合 Blend SrcAlpha OneMinusSrcAlpha 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; fixed _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 { fixed2 uv = i.uv; uv.y += _ScrollYSpeed * _Time; fixed4 col = tex2D(_MainTex, uv); return col; } ENDCG } } }