Here is how you can create a scrolling texture or material. Useful for many purposes such as having a box with a scrolling arrow on it or having a scrolling image on a plane so it looks like your side-scroller game never ends.
First, you need to create a sub-shader graph. Right-click in your assets folder, select Create > Shader Graph > Sub Graph. Give it a name. I like to start all my names with BH_. This way, when I’m searching, I can type BH_ and immediately filter to just my custom content. I named it “BH_SG_ScrollUV”.
Now edit your sub-graph.
First, select the Output node. Change it from a Vector 4 to a Vector 2. Now, change the name (click on the name next to the =) to UV.

Now we need to add 3 variables:
– Vector2 named Tiling with Default values x = 1 and y = 1.
– Vector2 named ScrollSpeed
– Vector4 named UV

Now Right-click, select Create Node, and type Tiling. Double-click on the Tiling And Offset node.

Now, left-click and drag your UV and Tiling variables onto the design surface. Now attach them to UV(2) and Tiling(2) on your Tiling & Offset node by left-click and drag from the circles on your variable nodes to the corresponding points on the Tiling & Offset node.

Now, right-click on the design surface, select Create Node, type Time, and double click on the Time node.
Left-click and drag out from the circle on the Time node labeled Time(1). Release your mouse button on the design surface. Type Multiple. Double-click the Multiply: A(4) node. (If you double-click the B(4) node, then Time(1) will automatically connect to the B multiple node. Since you selected A(4), Time(1) automatically connects to the A node).

Now, drag out the ScrollSpeed variable and place it under the Time variable. Left-click and drag the circle from ScrollSpeed to the B(1) circle on the Multiply node.

Now connect Multiply: Out(2) to Tiling And Offset: Offset(2). Then, connect Tiling And Offset: Out(2) to Output: UV(2).

Click the SAVE button. (You MUST click the save button to save)

Now, right-click on the tab and select Close Tab.
Now that you have a sub-graph setup to scroll your textures, I’m going to leave it up to you to figure out the rest. Here’s a couple hints:
– Create a new Shader Graph.
– You can add your sub-graph if you Create Node and start to type the name of your sub-graph.
– Yes, you need to create variables to plug into your sub-graph.
– Create a new material and change the Shader to your new Shader Graph.
– Apply the material to a box. Set the ScollSpeed to a value other than 1.

– Sample Texture 2D is your image or texture.
– BaseColor set to white. You can use it to colorize your texture if you want in the scene Inspector.