// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Unity Shaders Book/Chapter 11/Scrolling Background" { Properties { _MainTex ("Base Layer (RGB)", 2D) = "white" {} _DetailTex ("2nd Layer (RGB)", 2D) = "white" {} _ScrollX ("Base layer Scroll Speed", Float) = 1.0 _Scroll2X ("2nd layer Scroll Speed", Float) = 1.0 _Multiplier ("Layer Multiplier", Float) = 1 } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry"} Pass { Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _DetailTex; float4 _MainTex_ST; float4 _DetailTex_ST; float _ScrollX; float _Scroll2X; float _Multiplier; struct a2v { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float4 uv : TEXCOORD0; }; v2f vert (a2v v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex) + frac(float2(_ScrollX, 0.0) * _Time.y); o.uv.zw = TRANSFORM_TEX(v.texcoord, _DetailTex) + frac(float2(_Scroll2X, 0.0) * _Time.y); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 firstLayer = tex2D(_MainTex, i.uv.xy); fixed4 secondLayer = tex2D(_DetailTex, i.uv.zw); fixed4 c = lerp(firstLayer, secondLayer, secondLayer.a); c.rgb *= _Multiplier; return c; } ENDCG } } FallBack "VertexLit" }