////////////////////////////////////////////// /// 2DxFX v3 - by VETASOFT 2018 // ////////////////////////////////////////////// ////////////////////////////////////////////// Shader "2DxFX_Extra_Shaders/TurnMetal" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _TurnMetal_Speed_1("_TurnMetal_Speed_1", Range(-8, 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 _TurnMetal_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 ColorTurnMetal(float2 uv, sampler2D txt, float speed) { float4 txt1=tex2D(txt,uv); float lum = dot(txt1.rgb, float3 (0.4126, 0.8152, 0.1722)); float3 metal = float3(lum,lum,lum); metal.r = lum * pow(0.66*lum, 4.0); metal.g = lum * pow(0.66*lum, 4.0); float2 tuv = uv; uv *= 2.5; float time = (_Time/4)*speed; float a = time * 50; float n = sin(a + 2.0 * uv.x) + sin(a - 2.0 * uv.x) + sin(a + 2.0 * uv.y) + sin(a + 5.0 * uv.y); n = fmod(((5.0 + n) / 5.0), 1.0); n += tex2D(txt, tuv).r * 0.21 + tex2D(txt, tuv).g * 0.4 + tex2D(txt, tuv).b * 0.2; n=fmod(n,1.0); float tx = n * 6.0; float r = clamp(tx - 2.0, 0.0, 1.0) + clamp(2.0 - tx, 0.0, 1.0); float4 sortie=float4(1.0, 1.0, 1.0,r); sortie.rgb=metal.rgb+(1-sortie.a); sortie.rgb=0.05+sortie.rgb*0.5+dot(sortie.rgb, float3 (0.2126, 0.2152, 0.1722))*0.5; sortie.a=txt1.a; return sortie; } float4 frag (v2f i) : COLOR { float4 _TurnMetal_1 = ColorTurnMetal(i.texcoord,_MainTex,_TurnMetal_Speed_1); float4 FinalResult = _TurnMetal_1; FinalResult.rgb *= i.color.rgb; FinalResult.a = FinalResult.a * _SpriteFade * i.color.a; return FinalResult; } ENDCG } } Fallback "Sprites/Default" }