Shader "Unlit/ShuiLiZi" { Properties { _MainColor("MianColor",color) = (1,1,1,1) _MainTex ("Texture", 2D) = "white" _MoveSpeed("MoveSpeed",Vector) = (0,0,0,0) } SubShader { Tags { "Queue" = "Transparent" "RenderType"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float4 uv : TEXCOORD0; fixed4 color : COLOR; }; struct v2f { float4 uv : TEXCOORD0; fixed4 color : TEXCOORD1; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _MainColor; float4 _MoveSpeed; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex); o.uv.xy += _Time.y * float2(_MoveSpeed.x, _MoveSpeed.y); o.uv.zw = v.uv.zw; o.color = v.color; return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv.xy); clip(col.a - i.uv.z); col *= _MainColor; col *= i.color; return col; } ENDCG } } }