there are 2 textures here, one will stay fixed and the other will move, the colors will be the same but it gives results like this I get what I want but the color is distorted
i think i’m doing it wrong but i don’t know how
Shader "Unlit/Wateranim"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Base (Texture)", 2D) = "blue" {}
}
SubShader
{
Tags {
"RenderType"="Transparent"
"Queue" = "Transparent"
}
LOD 100
Cull Off
Blend One OneMinusSrcAlpha
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;
};
sampler2D _MainTex;
fixed4 _Color;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv + cos(_Time) * 0.015) + tex2D(_MainTex, i.uv) * _Color;
return col;
}
ENDCG
}
}
}