Properties
{
_MainTex("MainTex",2d)=""{}
_T("T",range(0,10)) = 2
_A("A",range(0,5))=0.5
}
SubShader{
pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "unitycg.cginc"
#include "Lighting.cginc"
sampler2D _MainTex;
float _T;
float _A;
struct v2f
{
float4 pos:POSITION;
float2 uv:TEXCOORD0;
};
v2f vert(appdata_base b)
{
v2f o;
o.pos = UnityObjectToClipPos(b.vertex);
o.uv = b.texcoord.xy;
return o;
}
fixed4 frag(v2f