Shader "Hidden/VFXToolbox/ImageSequencer/GetSubUV" { Properties { _MainTex ("Texture", 2D) = "white" {} _Rect("Rect" , Vector) = (0.0,0.0,1.0,1.0) } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { 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 _Rect; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { return tex2D(_MainTex, (i.uv + _Rect.xy) * _Rect.zw ); } ENDCG } } }