Shader "MY/UVMove" { Properties { _Color("Main Color", Color) = (0,0,0,1) _MainTex("Particle Texture", 2D) = "white" {} _OffsetX("Scroll X Speed", float) = 0.99 _OffsetY("Scroll Y Speed", float) = 0.99 _Value("Value", float) = 2.0 } Category { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True"} Blend SrcAlpha One AlphaTest Greater .01 Cull Off Lighting Off ZWrite Off SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #pragma multi_compile_particles #include "UnityCG.cginc" struct appdata_t { half4 vertex : POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; }; struct v2f { half4 vertex : POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) }; sampler2D _MainTex; fixed4 _Color; half4 _MainTex_ST; half _OffsetX, _OffsetY; half _Value; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.texcoord = TRANSFORM_TEX(half2(v.texcoord.x + _OffsetX * _Time.x, v.texcoord.y + _OffsetY * _Time.x) , _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag(v2f i) : COLOR { fixed4 col = _Value * i.color * _Color * tex2D(_MainTex, i.texcoord); UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } } }