/* ██████╗░██╗░░░░░░█████╗░░██████╗███╗░░░███╗░█████╗░  ░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░ ██╔══██╗██║░░░░░██╔══██╗██╔════╝████╗░████║██╔══██╗  ██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗ ██████╔╝██║░░░░░███████║╚█████╗░██╔████╔██║███████║  ╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝ ██╔═══╝░██║░░░░░██╔══██║░╚═══██╗██║╚██╔╝██║██╔══██║  ░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗ ██║░░░░░███████╗██║░░██║██████╔╝██║░╚═╝░██║██║░░██║  ██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║ ╚═╝░░░░░╚══════╝╚═╝░░╚═╝╚═════╝░╚═╝░░░░░╚═╝╚═╝░░╚═╝  ╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝ █▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█ █▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀ ▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀ ____________________________________________________________________________________________________________________________________________ ▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀ █▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█ ____________________________________________________________________________________________________________________________________________ License: The license is ATTRIBUTION 3.0 More license info here: https://creativecommons.org/licenses/by/3.0/ ____________________________________________________________________________________________________________________________________________ This shader has NOT been tested on any other PC configuration except the following: CPU: Intel Core i5-6400 GPU: NVidia GTX 750Ti RAM: 16GB Windows: 10 x64 DirectX: 11 ____________________________________________________________________________________________________________________________________________ */ Shader "Ultimate 10+ Shaders/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" }