Shader "Custom/rotating_Shader" { Properties { _Color("Color", Color) = (1,1,1,1) _Tint("Tint", Color) = (1, 1, 1, 1) _MainTex("Albedo (RGB)", 2D) = "white" {} _Glossiness("Smoothness", Range(0,1)) = 0.5 _Metallic("Metallic", Range(0,1)) = 0.0 _Angle("Angle", Range(0, 360)) = 0.0 } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline"} LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _Color; fixed4 _Tint; float _Angle; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) void surf(Input IN, inout SurfaceOutputStandard o) { float2 myUVs; _Angle = (_Angle * 2 * 3.141592) / 360; myUVs.x = (IN.uv_MainTex.x - 0.5f)*cos(_Angle) - (IN.uv_MainTex.y - 0.5f)*sin(_Angle) + 0.5f; myUVs.y = (IN.uv_MainTex.x - 0.5f)*sin(_Angle) + (IN.uv_MainTex.y - 0.5f)*cos(_Angle) + 0.5f; // Albedo comes from a texture tinted by color fixed4 c = tex2D(_MainTex, myUVs) * _Color * _Tint; o.Albedo = c.rgb; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }