// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "InJoy/uv animation addtive" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Speed("Speed", Vector) = (1.0, 1.0, 1.0, 1.0) _Color("Color", Color) = (1.0, 1.0, 1.0, 1.0) } SubShader { LOD 600 UsePass "InJoy/common/DEBUG" } SubShader { LOD 200 Tags {"Queue" = "Transparent-1" } Pass { Blend SrcAlpha One Cull Off ZWrite Off CGPROGRAM #pragma vertex vs300 #pragma fragment fs300 #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; float4 _Speed; float4 _Color; struct appdata300 { float4 vertex : POSITION; float2 texcoord : TEXCOORD; float4 color : COLOR; }; struct v2f300 { float4 pos : POSITION; float4 uvs : TEXCOORD; }; v2f300 vs300(appdata300 i) { v2f300 o; o.pos = UnityObjectToClipPos(i.vertex); o.uvs.xy = TRANSFORM_TEX(i.texcoord, _MainTex) + _Speed.xy * _Time.y; o.uvs.w = i.color.a; return o; } float4 fs300(v2f300 i) : COLOR { return tex2D(_MainTex, i.uvs.xy) * float4(_Color.r, _Color.g, _Color.b, _Color.a * i.uvs.w) * 2; } ENDCG } } SubShader { LOD 100 Tags {"Queue" = "Transparent" } Pass { Blend SrcAlpha OneMinusSrcAlpha Cull Off SetTexture [_MainTex] { Combine texture } } } }