// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' ////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2017 // /// http://vetasoft.store/2dxfx/ // ////////////////////////////////////////////// Shader "2DxFX/Standard/Pixel8bitsBW" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Color ("_Color", Color) = (1,1,1,1) _Size ("Size", Range(0,1)) = 0 _Offset ("Offset", Range(0,1)) = 0 _Offset2 ("Offset2", 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 #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; float4 _Color; float _Size; float _Offset; float _Offset2; float _Alpha; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } float compare(float3 a, float3 b) { float3 diff = (a - b); return dot(diff, diff); } inline float mod(float x,float modu) { return x - floor(x * (1.0 / modu)) * modu; } float4 frag (v2f i) : COLOR { float2 q = i.texcoord; float2 pixelSize=float2(64*_Size,64*_Size); float2 c = floor(q * pixelSize)/pixelSize; float4 src4 = tex2D(_MainTex, c); float3 src = src4.rgb*_Offset2; float alpha = src4.a; if (alpha<0.95) alpha=0; float3 dst0 = float3(0,0,0); float3 dst1 = float3(0,0,0); float best0 = 1e3; float best1 = 1e3; #define TCOLOR(R, G, B) { const float3 tst = float3(R, G, B); float err = compare(src, tst); if (err < best0) { best1 = best0; dst1 = dst0; best0 = err; dst0 = tst; } } TCOLOR(0.98, 0.98, 0.98); TCOLOR(0.03, 0.03, 0.03); #undef TCOLOR best0 = sqrt(best0); best1 = sqrt(best1); float4 FragColor = float4(mod(c.x + c.y, 2.0) > (1+best1 / (best0 + best1)) ? dst1 : dst0, 1.0); FragColor.a=FragColor.a*alpha*(1-_Alpha); return FragColor*i.color; } ENDCG } } Fallback "Sprites/Default" }