I'm trying to merge three textures into one in a shader. The first texture is an image of an opaque shape with a transparent background The second texture is an animated swirl or plasma effect The third texture is a filter, anywhere that's white shows the 2nd texture and anywhere that's black shows the first. With only a little modification to this 'dualmap' I was able to get this shader to work for those purposes: https://gist.github.com/Opotable/ade3a97fb9112c87da6c And I'm currently animating the second texture by using a sprite-sheet and a script that animates tiling and offset parameters. However, I'd like to have the effect be dynamically modifiable. After working with a plasma effect fragment shader, I've trying to put together a combined shader that would use the output of the plasma fragment shader as a texture in the 'dualmaps' shader. http://pastebin.com/r6EWC5rA I'm running into two issues: 1.) I can't figure out how to get the fragment shader pass to save as a texture usable in the surface shader. 2.) The plasma vertex shader is working but it's the effect is slightly off, instead of wrapping the texture around an object, it's oriented to the camera space, so that as the object moves around on the screen, it appears to be a window through which you're looking at the flat texture. Some other things I've tried - I've read through the entire gentle introduction to shaders series: http://www.alanzucconi.com/2015/06/17/surface-shaders-in-unity3d/ I looked at Grab passes as a way to get the plasma colors to place in the second texture, but it grabs directly from the rendered screen. The effect was such that it took what was on the screen and made it a texture, but as far as I can tell you can't grab from some sort of buffer that fragment shader pass is writing to? I'd really appreciate any help or guidance!