ShanDongVirtualPowerPlant/u3d-ShanDongVirtualPowerPlant/Assets/Adam/Shader/Pipe.shader

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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"
}