Shader "Custom/Pipe" { Properties { _Cutoff("Mask Clip Value", Float) = 0.5 _Speed("Speed", Range(0 , 150)) = 0.01 _MainTex("MainTex", 2D) = "white" {} _Number("Number", Range(0 , 100)) = 3.082893 [HideInInspector] _texcoord("", 2D) = "white" {} [HideInInspector] __dirty("", Int) = 1 } SubShader { Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" "IgnoreProjector" = "True" } Cull Back CGPROGRAM #include "UnityShaderVariables.cginc" #pragma target 3.0 #pragma surface surf Standard keepalpha addshadow fullforwardshadows struct Input { float2 uv_texcoord; }; uniform sampler2D _MainTex; uniform float _Speed; uniform float _Number; uniform float _Cutoff = 0.5; void surf(Input i , inout SurfaceOutputStandard o) { float2 temp_cast_0 = (_Number).xx; float2 uv_TexCoord158 = -i.uv_texcoord * temp_cast_0; float4 tex2DNode174 = tex2D(_MainTex, ((_Speed * _Time) + uv_TexCoord158.x).xy); o.Albedo = tex2DNode174.rgb; o.Alpha = 1; clip(tex2DNode174.a - _Cutoff); } ENDCG } Fallback "Diffuse" }