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Scrolling Texture.shader
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Scrolling Texture.shader
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Shader "AdrianMiasik/Examples/Scrolling Texture"
{
Properties
{
_Texture("Texture", 2D) = "white" {}
_VerticalSpeed("Vertical Speed", Float) = 0.2
_HorizontalSpeed("Horizontal Speed", Float) = 0.2
_Scale("Scale", Float) = 1
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
Texture2D _Texture;
// The sampler state forces our texture to use filtering mode 'linear' and wrap mode 'repeat' regardless of texture settings
SamplerState sampler_linear_repeat;
// Needed for tiling and offset
float4 _Texture_ST;
float _Scale;
float _VerticalSpeed;
float _HorizontalSpeed;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
float2 scaledUVs = v.uv * _Scale;
o.uv = TRANSFORM_TEX(scaledUVs, _Texture);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float x = i.uv.x;
float y = i.uv.y;
y += _Time * _VerticalSpeed * 20;
x += _Time * _HorizontalSpeed * 20;
return _Texture.Sample(sampler_linear_repeat, float2(x,y)); // Sampler State Source: https://docs.unity3d.com/Manual/SL-SamplerStates.html
}
ENDCG
}
}
}