Shader "Unlit/bossFace_shader" { Properties { _FaceTexture ("Face texture", 2D) = "white" {} _Cols("Columns", Float)=4 _Index("Index", Float)=0 _Speed("Speed", Float)=1 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _FaceTexture; float4 _FaceTexture_ST; float _Cols; float _Index; float _Speed; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { _Index = _Index + _Time.y*_Speed; // sample the texture float2 flipBookUV = i.uv*float2(1 / _Cols, 1); flipBookUV.x += ((floor(_Index)%_Cols)*(1/_Cols)); fixed4 col = tex2D(_FaceTexture, flipBookUV); return col; } ENDCG } } }