Shader "KriptoFX/ME/LightningParticles" { Properties { [HDR]_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Main Texture", 2D) = "white" {} _DistortTex1("Distort Texture1", 2D) = "white" {} _DistortTex2("Distort Texture2", 2D) = "white" {} _DistortSpeed("Distort Speed Scale (xy/zw)", Vector) = (1,0.1,1,0.1) _Offset("Offset", Float) = 0 _UseVelocity("UseVelocity", Range(0, 1)) = 0 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha One Cull Off ZWrite Off SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _DistortTex1; sampler2D _DistortTex2; half4 _TintColor; half _Cutoff; float4 _DistortSpeed; half _Offset; fixed _UseVelocity; struct appdata_t { float4 vertex : POSITION; half4 color : COLOR; float2 texcoord : TEXCOORD0; float3 velocity : TEXCOORD1; }; struct v2f { float4 vertex : SV_POSITION; half4 color : COLOR; float2 uvMain : TEXCOORD0; float4 uvDistort : TEXCOORD1; half timeLerp : TEXCOORD2; }; float4 _MainTex_ST; float4 _DistortTex1_ST; float4 _DistortTex2_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.timeLerp = lerp(length(v.velocity), _Time.x, _UseVelocity); float2 worlPos = mul(unity_ObjectToWorld, v.vertex); o.uvMain.xy = TRANSFORM_TEX(v.texcoord, _MainTex); o.uvDistort.xy = TRANSFORM_TEX(worlPos, _DistortTex1); o.uvDistort.zw = TRANSFORM_TEX(worlPos, _DistortTex2); return o; } half4 frag (v2f i) : SV_Target { half4 distort1 = tex2D(_DistortTex1, i.uvDistort.xy + _DistortSpeed.x * i.timeLerp) * 2 - 1; half4 distort2 = tex2D(_DistortTex1, i.uvDistort.xy - _DistortSpeed.x * i.timeLerp * 1.4 + float2(0.4, 0.6)) * 2 - 1; half4 distort3 = tex2D(_DistortTex2, i.uvDistort.zw + _DistortSpeed.z * i.timeLerp) * 2 - 1; half4 distort4 = tex2D(_DistortTex2, i.uvDistort.zw - _DistortSpeed.z * i.timeLerp * 1.25 + float2(0.3, 0.7)) * 2 - 1; half offset = saturate(tex2D(_MainTex, i.uvMain).g + _Offset); half tex = tex2D(_MainTex, i.uvMain + (distort1.xy + distort2.xy) * _DistortSpeed.y * offset + (distort3.xy + distort4.xy) * _DistortSpeed.w * offset).r; half alpha = tex2D(_MainTex, i.uvMain * 7 + _Time.x * 5).b; clip(i.color.a - alpha); half4 col = 2.0f * _TintColor * tex * i.color.a; return col; } ENDCG } } } }