 			Cull Off
 			//ZWrite Off 
 			//ZTest Always
+			
+			//Blend mode
 			Blend SrcAlpha OneMinusSrcAlpha
 
 			CGPROGRAM

{
	Properties
	{
		_MainTex("Texture", 2D) = "white" {}
		_DisplaceTex("Displacement Texture", 2D) = "white" {}
		_Magnitude("Magnitude", Range(0,0.1)) = 1
		_Alpha("Alpha", Range(0,1)) = 1
	}
	SubShader


			float4 frag (v2f i) : SV_Target
			{
				//get distortion uv from fragment shader
				float2 distuv = float2(i.uv.x + _Time.x * 2, i.uv.y + _Time.x * 2);
				
				//get displacement, apply to pixel
				float2 disp = tex2D(_DisplaceTex, distuv).xy;
				disp = ((disp * 2) - 1) * _Magnitude;
				
				//apply displacement to the main texture
				float4 col = tex2D(_MainTex, i.uv + disp);
				//add transparency
				col.a = _Alpha;
				//send back pixel
				return col;
			}
			ENDCG
