Shader "Custom/fire" {
Properties {
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_MainTex2 ("Albedo2 (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Transparent" }
CGPROGRAM
#pragma surface surf Standard alpha:fade
sampler2D _MainTex;
sampler2D _MainTex2;
struct Input {
float2 uv_MainTex;
float2 uv_MainTex2;
};
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
fixed4 c2 = tex2D(_MainTex2, float2(IN.uv_MainTex2.x, IN.uv_MainTex2.y - _Time.y));
o.Emission = c2.rgb * c.rgb;
o.Alpha = c2.a * c.a;
}
ENDCG
}
FallBack "Diffuse"
}