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Copy pathScrollingSprite.shader
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ScrollingSprite.shader
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// Based off of builtin_shaders-2019.1.7f1/DefaultResourcesExtra/Sprites-Default
Shader "Custom/Scrolling Sprite" {
Properties {
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_ScrollSpeed("Scroll Speed", Vector) = (0,0,0,0)
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
[HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1)
[HideInInspector] _Flip("Flip", Vector) = (1,1,1,1)
[PerRendererData] _AlphaTex("External Alpha", 2D) = "white" {}
[PerRendererData] _EnableExternalAlpha("Enable External Alpha", Float) = 0
}
SubShader {
Tags {
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex SpriteVertScrolling
#pragma fragment SpriteFrag
#pragma target 2.0
#pragma multi_compile_instancing
#pragma multi_compile_local _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnitySprites.cginc"
float2 _ScrollSpeed;
// Based off of SpriteVert from builtin_shaders-2019.1.7f1/CGIncludes/UnitySprites.cginc
v2f SpriteVertScrolling(appdata_t IN) {
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.vertex = UnityFlipSprite(IN.vertex, _Flip);
OUT.vertex = UnityObjectToClipPos(OUT.vertex);
OUT.texcoord = IN.texcoord;
OUT.texcoord.x += _Time * _ScrollSpeed.x;
OUT.texcoord.y += _Time * _ScrollSpeed.y;
OUT.color = IN.color * _Color * _RendererColor;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif
return OUT;
}
ENDCG
}
}
}