Shader "Hidden/TextureCoordinatesNode" { Properties { _A ("_Tilling", 2D) = "white" {} _B ("_Offset", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; float4 frag( v2f_img i ) : SV_Target { float4 t = tex2D( _A, i.uv ); float4 o = tex2D( _B, i.uv ); return float4( i.uv * t.xy + o.xy, 0, 0 ); } ENDCG } } }