Flame Shader
For Fire Spirit
Flame Base:
I created a noise texture to use as my base flame texture after distortion. With different UV Coordinates and panner variations, I was able to get a layered texture base.

Flame Distortion:
To create the air movement for the flame, I used a Sine node to create a looping noise to drive the distortion.

Flame Border:
Using similar techniques to create the flame base textures, I create two sets of noises that will be used to mask out the flame border. I added an extra SmoothStep node to smooth the transition.

Border Masking for Flame Cards:
Having set up the flame cards to have a UV set that the shells cover the entire 0-1 space, I was able to use the component mask to make the cards border transparent.

Flame Color:
With a gradient map from texcoord node, I could use it as the alpha to lerp three color stages together and multiply the vertex color on the card meshes.

Fire Cat Mesh Vertex Color Setup:

Flame Card WPO:
I used a SimpleGrassWind node to add World Position Offset for the flame cards so their movement looked more dynamic.

Heat Mirage:
To add another layer of detail, I created a noise texture in Substance Designer and run it through Refreaction: 2D Offste to make the heat mirage effect from the flame.

Graph Overview:
