Shader "Custom/Sky360" { Properties { _MainTex ("Sky texture", 2D) = "white" {} _ScrollX ("Texture scroll speed X", Float) = 1.0 //_ScrollY ("Texture scroll speed Y", Float) = 0.0 _ColorTint("Color", Color) = (1, 1, 1, 1) } SubShader { Tags { "Queue"="Geometry+800" "RenderType"="Opaque" } LOD 100 CGINCLUDE #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; float _ScrollX; float _ScrollY; float4 _ColorTint; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; fixed4 color : TEXCOORD1; }; v2f vert (appdata_full v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(float2(v.texcoord.x, 1.0 - v.texcoord.y), _MainTex) + frac(float2(_ScrollX, _ScrollY) * _Time); o.color = _ColorTint; return o; } ENDCG Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest fixed4 frag (v2f i) : SV_Target { fixed4 tex = tex2D(_MainTex, i.uv); return tex * i.color; } ENDCG } } }