| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364 | 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        }    }}
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