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