Shader "harry_t/wallbubbles" { Properties { _MainTex ("Texture", 2D) = "white" {} _Mask( "Mask", 2D) = "white" {} _MaskSize( "MaskSize", Range(0,1000)) = 1.0 _OffsetMap( "Offset", 2D ) = "white" {} _Color( "Color", Color ) = (1,1,1,1) _OffsetIntensity( "Warp Strength", Range(0,10) ) = 0.0 _Speed( "Speed", Range(-2, 2)) = 0.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; sampler2D _OffsetMap; sampler2D _Mask; half _OffsetIntensity; half _Speed; half _MaskSize; fixed4 _Color; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { float2 flooredUV = (1.0 / _MaskSize) * floor(i.uv / (1.0 / _MaskSize)); fixed4 sampleOffset = tex2D( _OffsetMap, flooredUV + float2(0.0, _Time.g * _Speed) ); fixed4 c = tex2D( _MainTex, flooredUV + float2(0.0, _OffsetIntensity * sampleOffset.r) ) * _Color; c *= tex2D( _Mask, i.uv * float2(_MaskSize, _MaskSize) ).r; return c * 2; } ENDCG } } }