Shader "Custom/ButterflyFlight"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" {}
_ButterflyTex ("Butterfly Texture", 2D) = "white" {}
_Speed ("Speed", Range(0.1, 10)) = 1
_Amplitude ("Amplitude", Range(0.1, 10)) = 1
_Frequency ("Frequency", Range(0.1, 10)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
sampler2D _ButterflyTex;
float _Speed;
float _Amplitude;
float _Frequency;
struct Input
{
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o)
{
float2 offset = float2(sin(_Time.y * _Speed), cos(_Time.x * _Speed)) * _Amplitude;
float2 uv = IN.uv_MainTex + offset;
float4 mainTex = tex2D(_MainTex, uv);
float4 butterflyTex = tex2D(_ButterflyTex, uv * _Frequency);
o.Albedo = mainTex.rgb * butterflyTex.rgb;
o.Alpha = mainTex.a * butterflyTex.a;
}
ENDCG
}
FallBack "Diffuse"
}