////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/Fusion3Sprites" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _NewTex_1("NewTex_1(RGB)", 2D) = "white" { } _OperationBlend_Fade_1("_OperationBlend_Fade_1", Range(0, 1)) = 1 _NewTex_2("NewTex_2(RGB)", 2D) = "white" { } _OperationBlend_Fade_2("_OperationBlend_Fade_2", 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; sampler2D _NewTex_1; float _OperationBlend_Fade_1; sampler2D _NewTex_2; float _OperationBlend_Fade_2; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float4 OperationBlend(float4 origin, float4 overlay, float blend) { float4 o = origin; o.a = overlay.a + origin.a * (1 - overlay.a); o.rgb = (overlay.rgb * overlay.a + origin.rgb * origin.a * (1 - overlay.a)) / (o.a+0.0000001); o.a = saturate(o.a); o = lerp(origin, o, blend); return o; } float4 frag (v2f i) : COLOR { float4 _MainTex_1 = tex2D(_MainTex, i.texcoord); float4 NewTex_1 = tex2D(_NewTex_1, i.texcoord); float4 OperationBlend_1 = OperationBlend(_MainTex_1, NewTex_1, _OperationBlend_Fade_1); float4 NewTex_2 = tex2D(_NewTex_2, i.texcoord); float4 OperationBlend_2 = OperationBlend(OperationBlend_1, NewTex_2, _OperationBlend_Fade_2); float4 FinalResult = OperationBlend_2; FinalResult.rgb *= i.color.rgb; FinalResult.a = FinalResult.a * _SpriteFade * i.color.a; return FinalResult; } ENDCG } } Fallback "Sprites/Default" }