////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/PixelGravityDie" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} PixelUV_Size("PixelUV_Size", Range(1, 128)) = 128 Pixel_Fade("Pixel_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 PixelUV_Size; float Pixel_Fade; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float2 SimpleDisplacementRotativeUV(float2 uv, float4 rgba, float value, float value2) { float angle = value2 * 3.1415926; float dist = rgba.r; #define rot(n) mul(n, float2x2(cos(angle), -sin(angle), sin(angle), cos(angle))) float2 uv2 = uv+rot(float2(dist-0.5, dist-0.5)); return lerp(uv, uv2, value); } float2 ResizeUV(float2 uv, float offsetx, float offsety, float zoomx, float zoomy) { uv += float2(offsetx, offsety); uv = fmod(uv * float2(zoomx*zoomx, zoomy*zoomy), 1); return uv; } float2 ResizeUVClamp(float2 uv, float offsetx, float offsety, float zoomx, float zoomy) { uv += float2(offsetx, offsety); uv = fmod(clamp(uv * float2(zoomx*zoomx, zoomy*zoomy), 0.0001, 0.9999), 1); return uv; } float4 Generate_Noise(float2 co, float black) { float4 r = frac(sin(dot(co.xy, float2(12.9898, 78.233))) * 43758.5453); r.a = saturate(r.a + black); return r; } float2 PixelUV(float2 uv, float x) { uv = floor(uv * x + 0.5) / x; return uv; } float4 frag (v2f i) : COLOR { float2 ResizeUV_1 = ResizeUVClamp(i.texcoord,0,-0.159,1,3); float2 PixelUV_1 = PixelUV(i.texcoord,PixelUV_Size); float4 _Generate_Noise_1 = Generate_Noise(PixelUV_1,0); float2 _Simple_Displacement_Rotative_1 = SimpleDisplacementRotativeUV(ResizeUV_1,_Generate_Noise_1,0.3,0.232); i.texcoord = lerp(i.texcoord,_Simple_Displacement_Rotative_1,Pixel_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; FinalResult.rgb *= FinalResult.a; FinalResult.a = saturate(FinalResult.a); return FinalResult; } ENDCG } } Fallback "Sprites/Default" }