////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/ShinyFX" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _ShinyFX_Pos_1("_ShinyFX_Pos_1", Range(-1, 1)) = 0 _ShinyFX_Size_1("_ShinyFX_Size_1", Range(-1, 1)) = -0.1 _ShinyFX_Smooth_1("_ShinyFX_Smooth_1", Range(0, 1)) = 0.25 _ShinyFX_Intensity_1("_ShinyFX_Intensity_1", Range(0, 4)) = 1 _ShinyFX_Speed_1("_ShinyFX_Speed_1", Range(0, 8)) = 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 _ShinyFX_Pos_1; float _ShinyFX_Size_1; float _ShinyFX_Smooth_1; float _ShinyFX_Intensity_1; float _ShinyFX_Speed_1; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float4 ShinyFX(float4 txt, float2 uv, float pos, float size, float smooth, float intensity, float speed) { pos = pos + 0.5+sin(_Time*20*speed)*0.5; uv = uv - float2(pos, 0.5); float a = atan2(uv.x, uv.y) + 1.4, r = 3.1415; float d = cos(floor(0.5 + a / r) * r - a) * length(uv); float dist = 1.0 - smoothstep(size, size + smooth, d); txt.rgb += dist*intensity; return txt; } float4 frag (v2f i) : COLOR { float4 _MainTex_1 = tex2D(_MainTex, i.texcoord); float4 _ShinyFX_1 = ShinyFX(_MainTex_1,i.texcoord,_ShinyFX_Pos_1,_ShinyFX_Size_1,_ShinyFX_Smooth_1,_ShinyFX_Intensity_1,_ShinyFX_Speed_1); float4 FinalResult = _ShinyFX_1; FinalResult.rgb *= i.color.rgb; FinalResult.a = FinalResult.a * _SpriteFade * i.color.a; return FinalResult; } ENDCG } } Fallback "Sprites/Default" }