Shader "Fluvio/Mobile/Particles/Additive" { Properties { _MainTex ("Base (RGB)", 2D) = "gray" {} _BumpMap ("Distort (in RG channels)", 2D) = "blue" {} _GrabTex ("Refraction Texture", 2D) = "gray" {} _Distort ("Distort", Float) = 0.1 _WaveMod ("Wave Speed (XY) Wave Strength (ZW)", Vector) = (2, 6, .02, .025) } CGINCLUDE #include "FluidParticleShader-Mobile.cginc" #include "UnityCG.cginc" uniform sampler2D _BumpMap; uniform fixed _Distort; uniform fixed4 _WaveMod; uniform sampler2D _GrabTex; fixed4 fragB ( v2fB i ) : COLOR { fixed4 off = fixed4(sin(_Time.y * _WaveMod.x) * _WaveMod.z, cos(_Time.y * _WaveMod.y) * _WaveMod.w, 0.5, 0.5); fixed4 normal = tex2D (_BumpMap, i.uv.xy) - off - 0.5; i.uvScreen.xy += normal.xy * _Distort; fixed4 mainTex = tex2D (_MainTex, i.uv); fixed4 tint = mainTex * i.color; fixed4 screen = tex2D(_GrabTex, i.uvScreen.xy) + tint; screen.a = mainTex.a; return screen; } ENDCG SubShader { Tags {"Queue"="Transparent+100" "RenderType"="Transparent"} Cull Off ZWrite Off ZTest LEqual Blend SrcAlpha OneMinusSrcAlpha Lighting Off Pass { CGPROGRAM #pragma vertex vertB #pragma fragment fragB #pragma fragmentoption ARB_precision_hint_fastest ENDCG } } }