Shader "Custom/WaterFlow"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Speed("Speed", float) = 0.5
}
SubShader
{
Tags { "Queue" = "AlphaTest" "IgnoreProjector" = "Ture" "RenderType" = "TransparentCutout" }
Pass
{
Tags {"LightMode" = "ForwardBase"}
ZWrite off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float _Speed;
fixed4 frag (v2f i) : SV_Target
{
float2 tmpUV = i.uv;
tmpUV.x += _Speed * _Time.x;
fixed4 col = tex2D(_MainTex, tmpUV);
return col;
}
ENDCG
}
}
}