////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/Distortion" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} DistortionUV_WaveX_1("DistortionUV_WaveX_1", Range(0, 128)) = 10 DistortionUV_WaveY_1("DistortionUV_WaveY_1", Range(0, 128)) = 10 DistortionUV_DistanceX_1("DistortionUV_DistanceX_1", Range(0, 1)) = 0.3 DistortionUV_DistanceY_1("DistortionUV_DistanceY_1", Range(0, 1)) = 0.3 DistortionUV_Speed_1("DistortionUV_Speed_1", Range(-2, 2)) = 1 _Effect_Fade("_Effect_Fade", Range(0, 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 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 DistortionUV_WaveX_1; float DistortionUV_WaveY_1; float DistortionUV_DistanceX_1; float DistortionUV_DistanceY_1; float DistortionUV_Speed_1; float _Effect_Fade; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float2 DistortionUV(float2 p, float WaveX, float WaveY, float DistanceX, float DistanceY, float Speed) { Speed *=_Time*100; p.x= p.x+sin(p.y*WaveX + Speed)*DistanceX*0.05; p.y= p.y+cos(p.x*WaveY + Speed)*DistanceY*0.05; return p; } float4 frag (v2f i) : COLOR { float2 DistortionUV_1 = DistortionUV(i.texcoord,DistortionUV_WaveX_1,DistortionUV_WaveY_1,DistortionUV_DistanceX_1,DistortionUV_DistanceY_1,DistortionUV_Speed_1); i.texcoord = lerp(i.texcoord,DistortionUV_1,_Effect_Fade); float4 _MainTex_1 = tex2D(_MainTex,i.texcoord); float4 FinalResult = _MainTex_1; FinalResult.rgb *= i.color.rgb; FinalResult.a = FinalResult.a * _SpriteFade * i.color.a; return FinalResult; } ENDCG } } Fallback "Sprites/Default" }