// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/IcedFX" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Color ("_Color", Color) = (1,1,1,1) _Distortion ("Distortion", Range(0,1)) = 0 _Alpha ("Alpha", Range (0,1)) = 1.0 // required for UI.Mask _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"} 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 #pragma target 3.0 #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 _Distortion; float _Alpha; float4 _Color; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float3 Metal(float _t) { float u = (0.860117757 + 1.54118254e-4*_t + 1.28641212e-7*_t*_t) / (1.0 + 8.42420235e-4*_t + 7.08145163e-7*_t*_t); float v = (0.317398726 + 2.22806245e-5*_t + 4.20481691e-8*_t*_t) / (1.0 - 2.89741816e-5*_t + 1.61456053e-7*_t*_t); float x = 3.0 * u / (2.0 * u - 8.0 * v + 4.0); float y = 2.0 * v / (2.0 * u - 8.0 * v + 4.0); float z = 1.0 - x - y; float Y = 1.0; float X = (Y/y) * x; float Z = (Y/y) * z; float3 RGB = float3(Z,Y,X)/_Distortion; RGB.y = RGB.x * pow(0.0006*_t, 2.0); RGB.x = RGB.y * pow(0.0004*_t, 6.0); RGB.z = RGB.z * pow(0.0004*_t, 2.0); return RGB; } inline float mod(float x,float modu) { return x - floor(x * (1.0 / modu)) * modu; } float4 rainbow(float t) { t=mod(t,1.0); float tx = t * 6.0; float r = clamp(tx - 2.0, 0.0, 1.0) + clamp(2.0 - tx, 0.0, 1.0); return float4(1.0, 1.0, 1.0,r); } float4 plasma(float2 uv) { float2 tuv = uv; uv *= 2.5; float a = 1.1 + _Time/2 *20 * 2.25; 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 = mod(((5.0 + n) / 5.0), 1.0); n += tex2D(_MainTex, tuv).r * 0.2 + tex2D(_MainTex, tuv).g * 0.4 + tex2D(_MainTex, tuv).b * 0.2; return rainbow(n); } float4 frag (v2f i) : COLOR { float2 uv = i.texcoord.xy; float4 noise = tex2D(_MainTex, uv); float lum = dot(noise.rgb, float3 (0.2126, 0.7152, 0.0722)); float maxTemp = 4000.0; float tempScale = maxTemp; float3 c = Metal(lum * tempScale); float alpha = tex2D(_MainTex, i.texcoord).a; float4 sortie=plasma(i.texcoord); sortie.a=sortie.a*alpha-_Alpha; sortie.r=sortie.a; sortie.g=sortie.a; sortie.b=sortie.a; sortie.rgb=c.rgb+(1-sortie.a); return float4(sortie.rgb,noise.a*1-_Alpha); } ENDCG } } Fallback "Sprites/Default" }