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- 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"
- }
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