Shader "AwesomeTechnologies/TouchReact/BlendTouchReactBuffer" { Properties { _MainTex ("Texture", 2D) = "white" {} _Speed("Speed",Float) = 1 _offsetU("Offset U",Float) = 0 _offsetV("Offset V",Float) = 0 } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always 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; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } sampler2D _MainTex; float _Speed; float _offsetU; float _offsetV; float4 frag (v2f i) : COLOR { float2 sampleUV = float2(i.uv.x + _offsetU, i.uv.y + _offsetV); if (sampleUV.x < 0 || sampleUV.x > 1 || sampleUV.y < 0 || sampleUV.y > 1) { float4 data = float4(1,1,0,0); return data; } else { float4 data = tex2D(_MainTex, sampleUV); data.x += (unity_DeltaTime * _Speed * data.y)/10000; return data; } } ENDCG } } }