UV滚动

Shader "Nafio/ScrollUV"  {  Properties  {   _Tex("T",2D) = "white" {}   _SpeedV("SV",float) = 0   _SpeedU("SU",float) = 1  }   SubShader  {   Tags{"RenderType"="Opaque"}   LOD 200    CGPROGRAM   #pragma surface surf Lambert   sampler2D _Tex;   fixed _SpeedV;   fixed _SpeedU;   struct Input   {    float2 uv_Tex;   };    void surf(Input IN,inout SurfaceOutput s)   {    fixed2 scruv = IN.uv_Tex;    fixed offv = _SpeedV * _Time;    fixed offu = _SpeedU * _Time;    scruv +=fixed2(offu,offv);    fixed4 c = tex2D(_Tex,scruv);    s.Albedo = c.rgb;    s.Alpha = 1;   }   ENDCG  }   FallBack "Diffuse"  }