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							- 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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