Shader "Custom/Flow Map" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) // Flow _FlowMap ("Flow Map", 2D) = "white" {} _FlowSpeed ("Flow Speed", float) = 0.05 [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Cull Off Lighting Off ZWrite Off Blend One OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ PIXELSNAP_ON #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; }; fixed4 _Color; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap (OUT.vertex); #endif return OUT; } sampler2D _MainTex; sampler2D _FlowMap; float _FlowSpeed; fixed4 frag(v2f IN) : SV_Target { float3 flowDir = tex2D(_FlowMap, IN.texcoord) * 2.0f - 1.0f; flowDir *= _FlowSpeed; float phase0 = frac(_Time[1] * 0.5f + 0.5f); float phase1 = frac(_Time[1] * 0.5f + 1.0f); half3 tex0 = tex2D(_MainTex, IN.texcoord + flowDir.xy * phase0); half3 tex1 = tex2D(_MainTex, IN.texcoord + flowDir.xy * phase1); float flowLerp = abs((0.5f - phase0) / 0.5f); half3 finalColor = lerp(tex0, tex1, flowLerp); fixed4 c = float4(finalColor, 1.0f) * IN.color; c.rgb *= c.a; return c; } ENDCG } } }