64 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			64 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
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								Shader "Unlit/UI_Scroll"
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								{
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								    Properties
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								    {
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								        _MainTex("MainTex", 2D) = "white" {}    // 纹理    
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								        _ScrollX("ScrollX",Float) = 1.0// X滚动速度
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								        _ScrollY("ScrollY",Float) = 1.0// Y滚动速度
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								    }
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								        SubShader
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								    {
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								        Tags{ "RenderType" = "Opaque" "Queue" = "Geometry" }
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								        LOD 100
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								        Pass
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								    {
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								        Tags{ "LightMode" = "ForwardBase" }
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								        CGPROGRAM
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								#pragma vertex vert
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								#pragma fragment frag
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								#include "UnityCG.cginc"
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								        struct a2v
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								    {
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								        float4 vertex : POSITION;
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								        float2 texcoord : TEXCOORD0;
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								    };
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								    struct v2f
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								    {
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								        float4 pos : SV_POSITION;
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								        float2 uv : TEXCOORD0;
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								    };
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								    sampler2D _MainTex;
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								    float4 _MainTex_ST;
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								    float _ScrollX;
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								    float _ScrollY;
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								    v2f vert(a2v v)
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								    {
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								        v2f o;
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								        o.pos = UnityObjectToClipPos(v.vertex);
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								        o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex) + frac(float2 (_ScrollX, _ScrollY) * _Time.y);
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								        return o;
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								    }
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								    fixed4 frag(v2f i) : SV_Target
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								    {
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								        fixed4 c = tex2D(_MainTex, i.uv.xy);
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								    return c;
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								    }
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								        ENDCG
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								    }
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								    }
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								        FallBack "VertexLit"
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								}
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