Shader "Sun_Temple/Clouds" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _DistortionTexture("Distortion Texture", 2D) = "black" {} _DistortionIntensity("Distortion Intensity", range(0, 1)) = 0.5 _ScrollSpeed("Scroll Speed", float) = 0.5 } SubShader { Tags { "RenderType"="Opaque" "Queue"="Overlay" "IgnoreProjector"="True" } LOD 200 Cull Off ZWrite Off Blend OneMinusDstColor One Fog {Mode Off} CGPROGRAM #pragma surface surf SimpleUnlit nofog #pragma target 3.0 sampler2D _MainTex, _DistortionTexture; half _ScrollSpeed, _DistortionIntensity; half4 _Color; half4 LightingSimpleUnlit (SurfaceOutput s, half3 lightDir, half atten) { half NdotL = dot (s.Normal, lightDir); half4 c; c.rgb = s.Albedo; c.a = s.Alpha; return c; } struct Input { half2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { half scrollX = _ScrollSpeed * _Time; half2 uv_scrolled = IN.uv_MainTex + half2(scrollX, 0); half distortion = tex2D(_DistortionTexture, uv_scrolled); half uv_distorted_x = (distortion * _DistortionIntensity * 0.1) - 0.05; half2 uv_distorted_xy = IN.uv_MainTex + half2(uv_distorted_x, 0); half3 col = tex2D(_MainTex, uv_distorted_xy); half3 finalAlbedo = col * _Color; o.Albedo = saturate(finalAlbedo); } ENDCG } FallBack "Diffuse" }