Shader "Custom/ScrollingLine" { Properties { _MainTex ("Texture", 2D) = "white" {} _Speed ("Scroll Speed", Float) = 1.0 _Tiling ("Texture Tiling", Float) = 1.0 _Color ("Color Tint", Color) = (1,1,1,1) // Add color support } SubShader { Tags { "RenderPipeline" = "UniversalRenderPipeline" "Queue"="Transparent" } Pass { Blend SrcAlpha OneMinusSrcAlpha // Enable transparency Cull Off ZWrite Off // Prevent depth writing (helps transparency) HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct appdata_t { float4 position : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 position : SV_POSITION; float2 uv : TEXCOORD0; }; sampler2D _MainTex; float4 _MainTex_ST; float _Speed; float _Tiling; float4 _Color; // Color support v2f vert (appdata_t v) { v2f o; o.position = TransformObjectToHClip(v.position); float2 offset = float2(_Time.y * _Speed, 0); // Scroll the texture horizontally o.uv = TRANSFORM_TEX(v.uv, _MainTex) * float2(_Tiling, 1) + offset; return o; } half4 frag (v2f i) : SV_Target { half4 texColor = tex2D(_MainTex, i.uv); return texColor * _Color; // Apply color tint } ENDHLSL } } }