Shader "Custom/CloudsShader" { Properties { _MainTex("Texture", 2D) = "white" {} _ScrollSpeed("Scroll Speed", Vector) = (0.1, 0.1, 0, 0) _Color("Tint Color", Color) = (1,1,1,1) } SubShader { Tags { "Queue"="Transparent" "RenderType"="Transparent" } Blend One One // Additive blending ZWrite Off Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag sampler2D _MainTex; float4 _MainTex_ST; float4 _ScrollSpeed; float4 _Color; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); // Scroll UVs over time float2 scroll = _ScrollSpeed.xy * _Time.y; o.uv = v.uv + scroll; return o; } fixed4 frag(v2f i) : SV_Target { fixed4 tex = tex2D(_MainTex, i.uv) * _Color; return tex; } ENDCG } } FallBack "Unlit/Transparent" }