////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/CompressionTintAdditive" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 Compression_Value("Compression_Value", Range(1, 16)) = 9.285 Tint_Color("Tint_Color", COLOR) = (0,0.647059,1,1) _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 One 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 #pragma multi_compile _ PIXELSNAP_ON #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 Compression_Value; float4 Tint_Color; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float CMPFXrng2(float2 seed) { return frac(sin(dot(seed * floor(50 + (_Time + 0.1) * 12.), float2(127.1, 311.7))) * 43758.5453123); } float CMPFXrng(float seed) { return CMPFXrng2(float2(seed, 1.0)); } float4 CompressionFX(float2 uv, sampler2D source,float Value) { float2 blockS = floor(uv * float2(24., 19.))*4.0; float2 blockL = floor(uv * float2(38., 14.))*4.0; float r = CMPFXrng2(uv); float lineNoise = pow(CMPFXrng2(blockS), 3.0) *Value* pow(CMPFXrng2(blockL), 3.0); float4 col1 = tex2D(source, uv + float2(lineNoise * 0.02 * CMPFXrng(2.0), 0)); float4 result = float4(float3(col1.x, col1.y, col1.z), 1.0); result.a = col1.a; return result; } float4 TintRGBA(float4 txt, float4 color) { float3 tint = dot(txt.rgb, float3(.222, .707, .071)); tint.rgb *= color.rgb; txt.rgb = lerp(txt.rgb,tint.rgb,color.a); return txt; } float4 frag (v2f i) : COLOR { float4 _CompressionFX_1 = CompressionFX(i.texcoord,_MainTex,Compression_Value); float4 TintRGBA_1 = TintRGBA(_CompressionFX_1,Tint_Color); float4 FinalResult = TintRGBA_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" }