Shader "Ian's Fire Pack/Self-Illumin-Shimmer" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _Overlay ("Overlay (RGB)", 2D) = "white" {} _OverlayColor ("Overlay Color", Color) = (1,1,1,1) _ScrollDir ("Scroll Direction", Vector) = (0, 0, 0, 0) } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; sampler2D _Overlay; fixed4 _OverlayColor; fixed4 _ScrollDir; struct Input { float2 uv_MainTex; float2 uv_Overlay; float2 uv_BumpMap; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); fixed4 c = tex * _Color; fixed3 overlay1 = tex2D(_Overlay, IN.uv_Overlay + float2(_Time.x * _ScrollDir.x, _Time.x * _ScrollDir.y) ).rgb; fixed3 overlay2 = tex2D(_Overlay, IN.uv_Overlay + float2(_Time.x * _ScrollDir.z, _Time.x * _ScrollDir.w) ).rgb; fixed3 shimmer = pow(c.a, 2) * (overlay1 * overlay2); o.Albedo = c.rgb; o.Emission = c.rgb * c.a + shimmer*_OverlayColor*1.5; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Legacy Shaders/Self-Illumin/VertexLit" CustomEditor "LegacyIlluminShaderGUI" }