Shader "Custom/UVanim" {
Properties{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
_Alpha("alpha aaa",Range(0,1)) = 0.5
}
SubShader{
Tags{ "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Lambert alpha:blend
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
int i;
int j;
void surf(Input IN, inout SurfaceOutput o) {
float2 uv = IN.uv_MainTex;
i = round(_Time.w * 40);
j = round(_Time.w * 8);
uv *= float2(0.2, 0.2);
uv += float2(0 + i / 5 * 0.2, 0.8 - j / 5 * 0.2); //0.2 0.2
fixed4 c = tex2D(_MainTex,uv) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}