Unity关于2d纹理移动的shader,可用于做滚动背景

Shader "Unlit/ScrollX"
{
    
    
    Properties
    {
    
    
        _MainTex("Base Layer(RGB)", 2D) = "white" {
    
    }    // 纹理    
        _ScrollX("Base layer Scroll Speed",Float) = 1.0   // 滚动速度
        _Mutiplier("Layer Mutiplier", Float) = 1         //整体亮度                                           
    }
    SubShader
    {
    
    
        Tags{
    
     "RenderType" = "Opaque" "Queue" = "Geometry" }
        LOD 100

        Pass
    {
    
    
        Tags{
    
     "LightMode" = "ForwardBase" }
        CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

    struct a2v
    {
    
    
        float4 vertex : POSITION;
        float2 texcoord : TEXCOORD0;
    };

    struct v2f
    {
    
    
        float4 pos : SV_POSITION;
        float2 uv : TEXCOORD0;
    };

    sampler2D _MainTex;
    float4 _MainTex_ST; 
    float _ScrollX; 
    float _Mutiplier;

    v2f vert(a2v v)
    {
    
    
        v2f o;
        o.pos = UnityObjectToClipPos(v.vertex);

        o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex) + frac(float2 (_ScrollX, 0.0) * _Time.y); 
        
        return o;
    }

    fixed4 frag(v2f i) : SV_Target
    {
    
    

        fixed4 c = tex2D(_MainTex, i.uv.xy); 
        c.rgb *= _Mutiplier;

        return c;
    }
        ENDCG
    }
    }
        FallBack "VertexLit"
}

附上代码

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转载自blog.csdn.net/charlsdm/article/details/124195271