You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
104 lines
2.0 KiB
Plaintext
104 lines
2.0 KiB
Plaintext
2 months ago
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||
|
|
||
|
//////////////////////////////////////////////
|
||
|
/// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 //
|
||
|
/// http://vetasoft.store/2dxfx/ //
|
||
|
//////////////////////////////////////////////
|
||
|
|
||
|
Shader "2DxFX/Standard/SkyCloud"
|
||
|
{
|
||
|
Properties
|
||
|
{
|
||
|
_MainTex ("Base (RGB)", 2D) = "white" {}
|
||
|
_MainTex2 ("Pattern (RGB)", 2D) = "white" {}
|
||
|
_Alpha ("Alpha", Range (0,1)) = 1.0
|
||
|
_OffsetX ("OffsetX", Range (0,1)) = 0
|
||
|
_OffsetY ("OffsetY", Range (0,1)) = 0
|
||
|
_Zoom ("Zoom", Range (0,1)) = 0
|
||
|
_Intensity ("Intensity", Range (0,1)) = 0
|
||
|
_Color ("Tint", Color) = (1,1,1,1)
|
||
|
// required for UI.Mask
|
||
|
_StencilComp ("Stencil Comparison", Float) = 8
|
||
|
_Stencil ("Stencil ID", Float) = 0
|
||
|
_StencilOp ("Stencil Operation", Float) = 0
|
||
|
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||
|
_ColorMask ("Color Mask", Float) = 15
|
||
|
|
||
|
}
|
||
|
|
||
|
SubShader
|
||
|
{
|
||
|
|
||
|
Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"}
|
||
|
ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
|
||
|
|
||
|
// required for UI.Mask
|
||
|
Stencil
|
||
|
{
|
||
|
Ref [_Stencil]
|
||
|
Comp [_StencilComp]
|
||
|
Pass [_StencilOp]
|
||
|
ReadMask [_StencilReadMask]
|
||
|
WriteMask [_StencilWriteMask]
|
||
|
}
|
||
|
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
CGPROGRAM
|
||
|
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
struct appdata_t
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
float4 color : COLOR;
|
||
|
float2 texcoord : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
struct v2f
|
||
|
{
|
||
|
float2 texcoord : TEXCOORD0;
|
||
|
float4 vertex : SV_POSITION;
|
||
|
float4 color : COLOR;
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
v2f vert(appdata_t IN)
|
||
|
{
|
||
|
v2f OUT;
|
||
|
OUT.vertex = UnityObjectToClipPos(IN.vertex);
|
||
|
OUT.texcoord = IN.texcoord;
|
||
|
OUT.color = IN.color;
|
||
|
|
||
|
return OUT;
|
||
|
}
|
||
|
|
||
|
sampler2D _MainTex;
|
||
|
sampler2D _MainTex2;
|
||
|
float4 _Color;
|
||
|
float _Alpha;
|
||
|
float _OffsetX;
|
||
|
float _OffsetY;
|
||
|
float _Zoom;
|
||
|
float _Intensity;
|
||
|
|
||
|
float4 frag(v2f IN) : COLOR
|
||
|
{
|
||
|
float2 p=IN.texcoord;
|
||
|
float4 t = tex2D(_MainTex, p);
|
||
|
p*=_Zoom;
|
||
|
float4 t2 = tex2D(_MainTex2, p+float2(_OffsetX,_OffsetY))*IN.color;
|
||
|
t2.rgb = t.rgb - (t2.rgb*_Intensity);
|
||
|
t2.a = t2.a * t.a - _Alpha;
|
||
|
return t2;
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
Fallback "Sprites/Default"
|
||
|
|
||
|
}
|