Shader "zzwater/testshader" { Properties { _MainTex ("Albedo (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True" } LOD 300 Pass { Name "ForwardLit" Tags { "LightMode" = "UniversalForward" } ZCLIP On HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" sampler2D _MainTex; float4 _MainTex_ST; struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; }; struct Varyings { float4 positionHCS : SV_POSITION; float2 uv : TEXCOORD0; float3 phase: TEXTCOORD1; }; Varyings vert (Attributes v) { Varyings o; float4x4 mx = GetObjectToWorldMatrix(); o.positionHCS = TransformObjectToHClip(v.positionOS); float factor = dot(float3(mx[0].w, mx[1].w, mx[2].w), 1); o.phase = sin(_Time.y * factor); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } half4 frag (Varyings i) : SV_Target { half4 albedo = tex2D(_MainTex, i.uv); clip(albedo.a - 0.5); return float4(i.phase.xxx, 1); } ENDHLSL } } }