Shader "Custom/Fog" { Properties { _MainTex ("Main", 2D) = "white" {} _SubTex ("Sub", 2D) = "white" {} _Sub2Tex ("Sub", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque"} ZWrite Off Cull Off Pass { Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 main_uv : TEXCOORD0; float2 sub_uv : TEXCOORD1; float2 sub2_uv : TEXCOORD2; }; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _SubTex; float4 _SubTex_ST; sampler2D _Sub2Tex; float4 _Sub2Tex_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.main_uv = TRANSFORM_TEX(v.uv, _MainTex); o.sub_uv = TRANSFORM_TEX(v.uv, _SubTex); o.sub2_uv = TRANSFORM_TEX(v.uv, _Sub2Tex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 main = tex2D(_MainTex, i.main_uv); fixed2 uv = i.sub_uv; uv.x += 0.05*_Time.y; fixed4 sub = tex2D(_SubTex, uv); fixed2 uv2 = i.sub_uv; uv2.x += 0.01*_Time.y; fixed4 sub2 = tex2D(_Sub2Tex, uv2); fixed3 color = fixed3(0.8,0.5,1); fixed4 col = fixed4(sub.rgb*sub2.rgb*color,(1-main.r)*sub.r); return col; } ENDCG } } }