Shader "CustomRenderTexture/Simple" { Properties { _Tex("InputTex", 2D) = "white" {} _Tex2("InputTex2", 2D) = "white" {} _Speed("Speed", Vector) = (1,1,1,1) } SubShader { Lighting Off Blend One Zero Pass { HLSLINCLUDE #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" HLSLEND HLSLPROGRAM #include "UnityCustomRenderTexture.cginc" #pragma vertex CustomRenderTextureVertexShader #pragma fragment frag #pragma target 3.0 float4 _Speed; sampler2D _Tex; float4 _Tex_ST; sampler2D _Tex2; float4 _Tex2_ST; float4 frag(v2f_customrendertexture IN) : COLOR { vector col = tex2D(_Tex, IN.localTexcoord.xy + frac(_Time * _Speed.xy)); vector col2 = tex2D(_Tex2, IN.localTexcoord.xy + frac(_Time * _Speed.zw)); return col * col2; } ENDHLSL } } }