////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/Offset" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} OffsetUV_X_1("OffsetUV_X_1", Range(-1, 1)) = 0 OffsetUV_Y_1("OffsetUV_Y_1", Range(-1, 1)) = 0 OffsetUV_ZoomX_1("OffsetUV_ZoomX_1", Range(0.1, 10)) = 1 OffsetUV_ZoomY_1("OffsetUV_ZoomY_1", Range(0.1, 10)) = 1 _LerpUV_Fade_1("_LerpUV_Fade_1", 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 OffsetUV_X_1; float OffsetUV_Y_1; float OffsetUV_ZoomX_1; float OffsetUV_ZoomY_1; float _LerpUV_Fade_1; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float2 OffsetUV(float2 uv, float offsetx, float offsety, float zoomx, float zoomy) { uv += float2(offsetx, offsety); uv = fmod(uv * float2(zoomx, zoomy), 1); return uv; } float2 OffsetUVClamp(float2 uv, float offsetx, float offsety, float zoomx, float zoomy) { uv += float2(offsetx, offsety); uv = fmod(clamp(uv * float2(zoomx, zoomy), 0.0001, 0.9999), 1); return uv; } float4 frag (v2f i) : COLOR { float2 OffsetUV_1 = OffsetUV(i.texcoord,OffsetUV_X_1,OffsetUV_Y_1,OffsetUV_ZoomX_1,OffsetUV_ZoomY_1); i.texcoord = lerp(i.texcoord,OffsetUV_1,_LerpUV_Fade_1); 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" }