Shader "NatureManufacture Shaders/Debug/FlowMapUV4" { SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" // vertex input: position, second UV struct appdata { float4 vertex : POSITION; float4 texcoord3 : TEXCOORD3; }; struct v2f { float4 pos : SV_POSITION; float4 uv : TEXCOORD0; }; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex ); o.uv = float4( v.texcoord3.xy, 0, 0 ); return o; } half4 frag( v2f i ) : SV_Target { float4 c = float4((i.uv.x+1)*0.5,(i.uv.y+1)*0.5,0,1); //float4 c = float4(0,i.uv.y,0,1); return c; } ENDCG } } }