Shader "Custom/Test"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_UV("uv value", Range(-1, 1)) = 0
_USpeed("Uspeed", Range(-2, 2)) = 0
_VSpeed("Vspeed", Range(-2, 2)) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
float _UV;
float _USpeed;
float _VSpeed;
void surf (Input IN, inout SurfaceOutputStandard o)
{
float4 c = tex2D(_MainTex, float2(IN.uv_MainTex.x + _Time.y * _USpeed, IN.uv_MainTex.y + _Time.y * _VSpeed));
//float4 c = tex2D(_MainTex, IN.uv_MainTex + _UV);
o.Emission = c.rgb;
}
ENDCG
}
FallBack "Diffuse"
}