Shader "Custom/LoadingToLeft" { Properties { _MainTex ("Texture", 2D) = "white" { } _Speed ("Speed", float) = 0.2 //MASK SUPPORT ADD _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 //MASK SUPPORT END } SubShader { Tags { "Queue" = "Transparent" } //MASK SUPPORT ADD Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } ColorMask [_ColorMask] //MASK SUPPORT END // No culling or depth Cull Back ZWrite Off Pass { Blend SrcAlpha OneMinusSrcAlpha 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; float4 _MainTex_ST; float _Speed; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex);//v.uv; return o; } fixed4 frag(v2f i): SV_Target { float2 uv = i.uv; uv.x += -_Time.x * _Speed; fixed4 col = tex2D(_MainTex, uv); return col; } ENDCG } } }