////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/DisolvePixel" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} Pixel_Size("Pixel_Size", Range(1, 128)) = 19 Disolve_Value("Disolve_Value", Range(0, 1)) = 0.402 Disolve_Seed("Disolve_Seed", Range(-8, 8)) = 0.5 _SpriteFade("SpriteFade", Range(0, 1)) = 1.0 // required for UI.Mask [HideInInspector]_StencilComp("Stencil Comparison", Float) = 8 [HideInInspector]_Stencil("Stencil ID", Float) = 0 [HideInInspector]_StencilOp("Stencil Operation", Float) = 0 [HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255 [HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255 [HideInInspector]_ColorMask("Color Mask", Float) = 15 } SubShader { Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } 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 #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct appdata_t{ float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float2 texcoord : TEXCOORD0; float4 vertex : SV_POSITION; float4 color : COLOR; }; sampler2D _MainTex; float _SpriteFade; float Pixel_Size; float Disolve_Value; float Disolve_Seed; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float BFXr (float2 c, float seed) { return frac(43.*sin(c.x+7.*c.y)* seed); } float BFXn (float2 p, float seed) { float2 i = floor(p), w = p-i, j = float2 (1.,0.); w = w*w*(3.-w-w); return lerp(lerp(BFXr(i, seed), BFXr(i+j, seed), w.x), lerp(BFXr(i+j.yx, seed), BFXr(i+1., seed), w.x), w.y); } float BFXa (float2 p, float seed) { float m = 0., f = 2.; for ( int i=0; i<9; i++ ){ m += BFXn(f*p, seed)/f; f+=f; } return m; } float4 BurnFX(float4 txt, float2 uv, float value, float seed, float HDR) { float t = frac(value*0.9999); float4 c = smoothstep(t / 1.2, t + .1, BFXa(3.5*uv, seed)); c = txt*c; c.r = lerp(c.r, c.r*15.0*(1 - c.a), value); c.g = lerp(c.g, c.g*10.0*(1 - c.a), value); c.b = lerp(c.b, c.b*5.0*(1 - c.a), value); c.rgb += txt.rgb*value; c.rgb = lerp(saturate(c.rgb),c.rgb,HDR); return c; } float2 PixelUV(float2 uv, float x) { uv = floor(uv * x + 0.5) / x; return uv; } float4 frag (v2f i) : COLOR { float2 PixelUV_1 = PixelUV(i.texcoord,Pixel_Size); float4 _MainTex_1 = tex2D(_MainTex, i.texcoord); float4 _Burn_1 = BurnFX(_MainTex_1,PixelUV_1,Disolve_Value,Disolve_Seed,2); float4 FinalResult = _Burn_1; FinalResult.rgb *= i.color.rgb; FinalResult.a = FinalResult.a * _SpriteFade * i.color.a; FinalResult.rgb *= FinalResult.a; FinalResult.a = saturate(FinalResult.a); return FinalResult; } ENDCG } } Fallback "Sprites/Default" }