Shader "Bamboo/UVOffsetShader" { Properties { _MainTex ("Texture", 2D) = "white" {} _UVOffsetX ("UV Offset X", Float) = 0.0 _UVOffsetY ("UV Offset Y", Float) = 0.0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } LOD 200 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float _UVOffsetX; float _UVOffsetY; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv + float2(_UVOffsetX, _UVOffsetY); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); return col; } ENDCG } } }