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@koster
Created June 27, 2024 21:10
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Shader "Custom/SpriteScrollShaderWithColor" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_UVOffset ("UV Offset", Vector) = (0,0,0,0)
_Color ("Color", Color) = (1,1,1,1)
}
SubShader {
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
fixed4 color : COLOR;
};
struct v2f {
float2 uv : TEXCOORD0;
fixed4 color : COLOR;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _UVOffset;
fixed4 _Color;
v2f vert (appdata_t IN) {
v2f OUT;
OUT.uv = IN.uv + _UVOffset.xy;
OUT.color = IN.color * _Color;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
return OUT;
}
fixed4 frag (v2f IN) : SV_Target {
fixed4 c = tex2D(_MainTex, IN.uv) * IN.color;
return c;
}
ENDCG
}
}
FallBack "Diffuse"
}
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