Shader "CX/Plasma"
{
Properties
{
[HDR] _Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Normal("Normal map", 2D) = "bump" {}
_NoiseTex ("Noise", 2D) = "white" {}
_MovementDirection ("Movement Direction", float) = (0, -1, 0, 1)
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2
}
SubShader
{
Tags{ "RenderType"="Transparent" "Queue"="Transparent"}
Blend SrcAlpha OneMinusSrcAlpha
LOD 100
Cull [_Cull]
Lighting Off
ZWrite On
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows alpha
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _Normal;
sampler2D _NoiseTex;
half2 _MovementDirection;
struct Input
{
float2 uv_MainTex;
float2 uv_Normal;
float2 uv_NoiseTex;
};
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
fixed4 pixel, alphaPixel;
void surf (Input IN, inout SurfaceOutputStandard o)
{
IN.uv_NoiseTex += _MovementDirection * _Time.y / 2.0;
IN.uv_MainTex += _MovementDirection * _Time.y;
IN.uv_Normal += _MovementDirection * _Time.y / 2.0;
alphaPixel = tex2D (_NoiseTex, IN.uv_NoiseTex);
pixel = tex2D (_MainTex, IN.uv_MainTex) * _Color * alphaPixel.r;
o.Albedo = pixel.rgb;
o.Normal = tex2D(_Normal, IN.uv_Normal);
o.Alpha = alphaPixel.r;
}
ENDCG
}
FallBack "Diffuse"
}